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View topic - [Coding competition 2024] River Strike by haroldoop

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[Coding competition 2024] River Strike by haroldoop
Post Posted: Thu Feb 08, 2024 11:31 am
Last edited by Maxim on Tue Apr 02, 2024 9:21 am; edited 1 time in total
https://www.smspower.org/Homebrew/RiverStrike-SMS



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This is the prototype of a River Raid clone for the Sega Master System.


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Post Posted: Thu Mar 28, 2024 7:19 pm
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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Post Posted: Thu Mar 28, 2024 8:14 pm
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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Post Posted: Sat Mar 30, 2024 12:07 pm
Why the score dont is cumulative? I have hope that i can win a 1up.
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Post Posted: Sat Mar 30, 2024 12:15 pm
segarule wrote
Why the score dont is cumulative? I have hope that i can win a 1up.


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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Post Posted: Sat Mar 30, 2024 1:25 pm
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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Post Posted: Sat Mar 30, 2024 1:39 pm
willbritton wrote
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!

I would have to take a look; could be the dithering, could be intermittent slowdown, or something like that.

willbritton wrote

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.


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

willbritton wrote

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?

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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Post Posted: Sun Mar 31, 2024 4:06 pm
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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Post Posted: Sun Mar 31, 2024 10:51 pm
Kagesan wrote
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.


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
Post Posted: Tue Apr 02, 2024 1:39 am
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.
river_strike.0.8.sms.zip (18.63 KB)
ROM for version 0.8

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Post Posted: Tue Apr 02, 2024 8:50 am
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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Post Posted: Tue Apr 02, 2024 3:13 pm
toxa wrote
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.


Thanks; forgot that one, too: :P
https://github.com/haroldo-ok/river-strike/issues/24
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Post Posted: Tue Apr 02, 2024 7:18 pm
Much better. When we win 1up? Quando ganhamos a vida?
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Post Posted: Tue Apr 02, 2024 9:19 pm
segarule wrote
Much better. When we win 1up? Quando ganhamos a vida?


Forgot about that one, too:
https://github.com/haroldo-ok/river-strike/issues/26
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Post Posted: Wed Apr 03, 2024 10:43 am
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
Post Posted: Wed Apr 03, 2024 11:55 pm
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.
river_strike.png (11.42 KB)
New title screen
river_strike.png
river_strike.0.9.sms.zip (19.45 KB)
ROM for version 0.9

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Post Posted: Thu Apr 04, 2024 1:43 am
Hmmm... I think the older image goes better with the logo.
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Post Posted: Thu Apr 04, 2024 9:45 am
mateusbond wrote
Hmmm... I think the older image goes better with the logo.

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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Post Posted: Thu Apr 04, 2024 12:58 pm
segarule wrote
mateusbond wrote
Hmmm... I think the older image goes better with the logo.

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.


Yep, that's missing, too:
https://github.com/haroldo-ok/river-strike/issues/25
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Version 0.10 is now available
Post Posted: Fri Apr 05, 2024 11:11 pm
Version 0.10 has been released; it allows the enemies to spawn more often.
river_strike.0.10.sms.zip (19.4 KB)
ROM for version 0.10

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Post Posted: Fri Apr 05, 2024 11:22 pm
YouTube video for 0.10:
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Solid build
Post Posted: Sat Apr 06, 2024 7:04 pm
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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Post Posted: Thu Jul 11, 2024 12:44 pm
here are the changed sprites for an tyrian edition
spritestyr.PNG (1.57 KB)
spritestyr.PNG

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Post Posted: Thu Jul 11, 2024 3:06 pm
Tomkinsfan wrote
here are the changed sprites for an tyrian edition


Thanks; I'll try to merge the changes later
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Post Posted: Fri Jul 12, 2024 5:17 pm
haroldoop wrote
Tomkinsfan wrote
here are the changed sprites for an tyrian edition


Thanks; I'll try to merge the changes later
you're welcome and thank you!
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Post Posted: Mon Jul 15, 2024 9:33 pm
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
river_strike_tyrian_edition-0.1.png (11.38 KB)
Screenshot
river_strike_tyrian_edition-0.1.png
river_strike_tyrian_edition-0.1.sms.zip (19.25 KB)
ROM for version 0.1

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Post Posted: Thu Jul 18, 2024 12:12 am
Hello, again! Here's River Strike Tyrian Edition v0.2 with more animation.
river_strike_tyrian_edition-0.2.png (11.52 KB)
Screenshot
river_strike_tyrian_edition-0.2.png
river_strike_tyrian_edition-0.2.sms.zip (14.46 KB)
ROM for version 0.2

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Post Posted: Sun Aug 04, 2024 2:13 pm
haroldoop wrote
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
cushty!
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Post Posted: Tue Aug 06, 2024 8:47 pm
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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Post Posted: Tue Aug 06, 2024 8:52 pm
Tomkinsfan wrote
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


Nice!
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Post Posted: Wed Aug 07, 2024 3:37 pm
however, i made a little mistake there, so here i'll post the proper files.
spritesymk.zip (5.74 KB)

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Post Posted: Wed Aug 21, 2024 9:12 pm
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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Post Posted: Wed Aug 21, 2024 9:33 pm
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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Post Posted: Thu Aug 22, 2024 9:01 am
@Tomkinsfan you can fork/download the source code from haroldoop's repository and update the art yourself, I guess?
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Post Posted: Wed Sep 04, 2024 5:51 pm
Olha aí, Haroldo. Para te inspirar:
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Post Posted: Wed Sep 04, 2024 8:10 pm
That game looks awesome!
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Post Posted: Sun Sep 08, 2024 1:28 pm
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).
Quote
Tanker ships = 30 points
Helicopters = 60 Points
FUEL depots= 80 points
Fighter Jets = 100 points
Bridges = 500 points.

The score to earn a extra 1-UP = 10,000 points


Keep up the excellent work on this homebrew hack.

Best Regards,
Josho
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Post Posted: Sun Sep 08, 2024 7:03 pm
JRussellRetroGaming wrote
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).
Quote
Tanker ships = 30 points
Helicopters = 60 Points
FUEL depots= 80 points
Fighter Jets = 100 points
Bridges = 500 points.

The score to earn a extra 1-UP = 10,000 points


Keep up the excellent work on this homebrew hack.

Best Regards,
Josho


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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