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[Coding competition 2024] River Strike by haroldoop
![]() Last edited by Maxim on Tue Apr 02, 2024 9:21 am; edited 1 time in total |
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https://www.smspower.org/Homebrew/RiverStrike-SMS
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Incredible how a simple game can keep yet emotion. Me lembra os tempos do Atari. Incrível como uma mecânica simples ainda guarda emoção. | |||||||||||||||||||||||||||||||
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That's the idea! ;)
Github repo: https://github.com/haroldo-ok/river-strike Page on itch.io: https://haroldo-ok.itch.io/river-strike |
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Why the score dont is cumulative? I have hope that i can win a 1up. | |||||||||||||||||||||||||||||||
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Thanks for the report. ;) Yes, it seems that the score is being reset between deaths; I might take a look at it next week: https://github.com/haroldo-ok/river-strike/issues/19 |
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I think it's probably just my pathetic biology, but the vertical scrolling motion of this game makes me feel quite dizzy after a few minutes of playing so I can't play it for too long! Would be interested to hear if anyone else found this!
Anyway, the game is very playable, I like it. I don't think River Raid was remade for consoles much more modern than the 2600, and clearly the SMS can add a lot of scope for capability. I do find it quite difficult - there's a point quite early on where you need to move into a little inlet and blow up a bridge immediately which is very hard. Also I feel like the scrolling slows down at points, although can't quite figure out when / why - is it to do with the number of sprites on screen? |
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I would have to take a look; could be the dithering, could be intermittent slowdown, or something like that.
Yes, the level generator is prone to creating bottlenecks when generating the bridge at the end of the level: https://github.com/haroldo-ok/river-strike/issues/9
That's correct, the game is presenting slowdown when there are too many sprites on screen: https://github.com/haroldo-ok/river-strike/issues/12 Anyway, thanks for the review; I should probably start fixing a few bugs next week. ;) |
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Plays really well. I’m a little surprised how well the gritty graphics style works. Some explosions when enemy or player are hit would be a nice addition. | |||||||||||||||||||||||||||||||
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You're right; the player is missing a death animation: https://github.com/haroldo-ok/river-strike/issues/20 |
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Version 0.8 is now available
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Version 0.8 has been released.
This version fixes various bugs: - The score counter now does not reset between deaths; - The enemies can now spawn from either side of the river; - The level end logic was fixed to avoid generating bottlenecks on the river. |
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much better now! :) did not get the idea with fuel tanks first, because did not turn on the sound :) explosion animations might be good addition. | |||||||||||||||||||||||||||||||
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Thanks; forgot that one, too: :P https://github.com/haroldo-ok/river-strike/issues/24 |
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Much better. When we win 1up? Quando ganhamos a vida? | |||||||||||||||||||||||||||||||
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Forgot about that one, too: https://github.com/haroldo-ok/river-strike/issues/26 |
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It took me a while to realize brown stuff = bad and that this was more of a canal shooter. You say it's based on River Raid, but it seems super familiar to an arcade game I've played before but don't recall the title. Nice little nostalgic shooter. | |||||||||||||||||||||||||||||||
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Version 0.9 is now available
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Version 0.9 is now available:
- Reorganized the title screen to separate the logo's tileset/palette from the jetfighter's tileset/palette; - Used a different image for the jetfighter on the title screen; - This should make it easier to implement the high score screen, later on. |
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Hmmm... I think the older image goes better with the logo. | |||||||||||||||||||||||||||||||
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I liked more the actual. @haroldoop dont forgot in put the alert when tank is empty. Não esqueça de colocar o alerta sonoro quando o tanque estiver quase vazio. |
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Yep, that's missing, too: https://github.com/haroldo-ok/river-strike/issues/25 |
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Version 0.10 is now available
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Version 0.10 has been released; it allows the enemies to spawn more often.
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YouTube video for 0.10:
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Solid build
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Hi haroldoop - I've been receiving notifications on itch.io about the progress of this game Riverstrike and congrats for getting a solid build out in time for the coding competition! Well done PS: nice work including your GitHub source code repo - great job. | |||||||||||||||||||||||||||||||
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here are the changed sprites for an tyrian edition
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Thanks; I'll try to merge the changes later |
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you're welcome and thank you! |
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Okay, here's River Strike Tyrian Edition v0.1 with the initial graphics swap.
Github repo: https://github.com/haroldo-ok/river-strike-tyrian-edition |
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Hello, again! Here's River Strike Tyrian Edition v0.2 with more animation.
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cushty! |
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listen, my roommate Elaine Batiface has prepared a set of graphics, that were meant to be changed in River strike.
this graphics hack by her is a "if cube tech has edited river raid." more infos about cube tech: https://bootleggames.fandom.com/wiki/Cube_Technology sprites are in a zip folder in the attachment |
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Nice! |
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however, i made a little mistake there, so here i'll post the proper files.
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what do you think should be easier? to put the graphics into the game or decrypt the rom and the graphics, so i can edit the game myself | |||||||||||||||||||||||||||||||
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Pretty sure adding the graphics to the game through the source code would have been easier and more flexible. Sorry I couldn't find the time yet. | |||||||||||||||||||||||||||||||
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@Tomkinsfan you can fork/download the source code from haroldoop's repository and update the art yourself, I guess? | |||||||||||||||||||||||||||||||
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Olha aí, Haroldo. Para te inspirar:
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That game looks awesome! | |||||||||||||||||||||||||||||||
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G'day Haroldoop.
Mate this brings me back to the good memories playing this great gem on the Atari 2600. I played this a lot and is one of my favourites. So glad to see you're doing a homebrew version of this. I gave the v0.10 a go on real hardware and I will say this. It is absolutely great from what I am seeing. I'm very interested to watch this space as you progress with this. Not sure if you're planning to code in accurate scores for different enemies and objects. I do remember the scores you get for each one on the Atari 2600 and the Commodore 64. I believe if memory serves me right, this is what the scores are for each enemy/objects. I'd be happy to help you with what the score information are if you are interested to implement it to your homebrew for an idea (optional).
Keep up the excellent work on this homebrew hack. Best Regards, Josho |
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Thanks! For now, every enemy has the same score value; eventually, I intend to implement actual scoring, plus an actual difficulty curve |
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