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[Coding Competition 2023] Shootagem by joe
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https://www.smspower.org/Homebrew/Shootagem-SMS
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Colums with Guns ! :-)
Wow! It's a very good concept Joe to use the light phaser for a puzzle game. The mechanics of the game work very well. It may still be missing some fall effects that would make gem destruction more visible, but I see that everything is rendered in tiles. Adding some special effects in sprites (score, combo, fall) might add an arcade feel to this game which I enjoyed ! |
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Thank you for playing it and for your nice comments!
I had sprite particles on my To Do list for ages but didn't get around to it sadly. I agree seeing bits of gem flying and combo popups would make it better! Making the gems fall is a bit tricky because drawing more than one or two columns' worth of tiles was taking too much time. In the worst case scenario there could be a 5 gem match on the bottom row and that's 5 columns of 5 or 6 gems to redraw, which is way too much per frame and way too many sprites to use to move them all at once for a falling animation. At the minute it uses a very simple option where it redraws one column every frame from left to right (unless it's a white frame, when the gun is shooting) meaning a column updates every 6 frames (10fps) Thanks to this comment I've been playing around and if I make a copy of my column drawing code which has delays so it can access vram safely outside of vblank, I can draw another column, so they update every 3 frames (20fps)... Wish I'd thought of that sooner! It might be that keeping a list of gems or rows/columns which need redrawing would end up being better - it's just the headache of managing that! |
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Very creative use of the Light Phaser. Plus, there aren't many homebrews that make use of the acessory. | ||||||||||||||||||||||||||||
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Well this is going to be a cow to film on actual hardware :D | ||||||||||||||||||||||||||||
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haha, better get out that CRT Dudley mate | ||||||||||||||||||||||||||||
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Oh I did.
And can confirm it works perfectly on an SMS1 as well as the author's SMS2 :) |
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Just brilliant.
Surprisingly difficult and making me dearly wish I had some original hardware to play it with. Maybe building a homebrew light phaser will be my next project... |
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What a novel concept, I like this game. The graphics are pretty and the music suits the gameplay well, what a banger! | ||||||||||||||||||||||||||||
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Thought you might appreciate the lengths I went to in order to film this properly :D
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Thanks for all the nice comments guys, it's most appreciated!
Haha, quite a lot of effort! Looks like a much nicer CRT than the one I did my testing on (it's also a nightmare to take photos of with how much brighter it is than everything else) |
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Source code
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Finally got a chance to setup the old CRT and Light Phaser and give this a go - the Light Phaser detection is really good - do you have any links for the source code to share? PS: If you were going to add to this project then I think an option / hack etc. for longer initial timer - this game is fun enough just blasting gems without trying to extend the timer yourself =P | ||||||||||||||||||||||||||||
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If you're interested, Rapnet has a very good library that allows using the light phaser:
https://github.com/raphnet/inlib |
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I love match-3 games. And that one was really fun to play... on an emulator. I really regret not being able to play it with an actual light gun and a CRT on real hardware, argh!!
I like that the music comes in PSG and FM flavours. Shooting gems actually feels cathartic after swapping them for so long haha, and the fact that you can start a new game straight after finishing one is a recipe for addiction :D The ROM will stay on my Everdrive for the moment I get a CRT TV and a light gun! PS: Actually nevermind all the good feedback, I just noticed the gem colours and shapes on the score screen don't match the gem colours in game. LITERALLY UNPLAYABLE!* * not literally |
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OK cool - thanks kusfo for sharing that link |
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I know I'm late to the party, but just wanted to say how much I love this game. I've been playing it on a Raspberry Pi with the Sinden Lightgun. It's so rare to see a lightgun homebrew game, and even rarer to find one of such great quality. | ||||||||||||||||||||||||||||
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Just wanted to add a bit more about my experience trying to run this game in different environments.
As previously stated it works perfectly on the Raspberry Pi in the lr-genesis-plus-gx emulator. I tried running it on my MegaDrive2 using a flash cart. I wasn't sure if it was the cheap chinese MD flash cart I was using but it didn't run well at all, just had garbled graphics making it unplayable, but the audio was ok. Later I got my hands on a Master System flash cart and tried it in the same MegaDrive2 console using a Master System converter, and I got the same result. just garbled graphics. But I then tried the same flash cart in my Master System 1 and it worked perfectly (ruling out the MS flash cart as an issue). So, one more experiment, I dug out my MegaDrive 1 and tried the game with the first MD flash cart in that, and it worked fine, also ruling out the MD flash cart as an issue. So... the net result : Shootagem runs perfectly fine on my Model 1 MegaDrive and my Model 1 MasterSystem using the cheapest flash carts around, but it doesn't run on my Model 2 MegaDrive. I think it's a VA04 but I'm not certain, but something about that MD2 isn't liking the game graphcs. |
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