Wormhole retro arcade style game
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The tunnel is 9 segments long each segment (circle) has 18 points I think that's about the limit to keep it running fast as each point has to go through the perspective and rotation maths.
Each segment can be mod_tube_bend from the centre of screen. Currently the bend moves around the tube each new segment that is made to keep the tunnel straight. You could do what your asking by making the offset of each tube segment increment. Line 227 offset circle would need to be modified so it doesn't go around the circle.
Z_plane in sincos does that. And also alter it in line 367 this s where each new segment is calculated and added to the end of the tube.
So spiral_points [ 9 ] is the far end and would be offset the most.
Problem is all the other movement code would need to be tweaked to follow the curve.
One other way would be to write something like the perspective and rotation calcs that achieve the same ( probably better effect ) and no need to alter the other code.
Looked at the shape command yes it's quite powerful.
Poor Will. -
Outstanding work. Really happy that you are making it a proper game.
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Bit of an update .
Black polygons replaced with lightning which creates collisions.
Player collisions vibrate and cause red flash.
Eminies collision makes them explode differently to being fired apon.
Still not to sure if it's accurate??
Currently working on putting some self generated 3d models in if I can get them working fast enough ?U9773mnd94
Pending
At the end of the program is the 3d data and a bit of code that's not integrated yet. As I'm trying to convert into a different , Hopefully faster format.
Fingers crossed that I'm not chasing down bugs
Of my own creation. -
So I've done a fair bit with not much difference in what was my last update.
Major update to the sprites. I've taken a 3d program I've been working on for a while now and used it to create a bunch of sprites. All this is contained in this program. There is no loading of the sprites for the enemies whom I'm calling Emeny/Emenies.
Each sprite is rendered and saved to a 150 by 150 image and each Emeny has 90 frames.
This is what the ROM OK bit is about. Each ROM is a different model being saved as a sprite like sheet.
The 3d section currently supports one model at a time because I'm not using it yet to run anything in game. That will change when I can get it to run a bit faster and find out how complicated a model I can use. A bit later on.
Fixed a bug that was causing the explosions to not display in the correct location.
Used Fourier transforms to create repeatable paths for the Emeny ships to follow. Created a little program that I might as well share .
Pending ne3g7mnd94
Use d pad to change which point to alter and left and right joysticks to alter the length and ratio of each point.
So the 3d section could quite easily be ripped out of this program and used to make your own 3d sprites and in the code is a hex model maker that will create a model out of 11 points. basically it takes an outline and rotates it around like a lathe cuts a piece of wood.
And I almost forgot I included a bit of gameplay.
It is simple like a challenge stage
Last as long as you can without hitting a barrier.
Shoot as many enemies as you can.
When you hit a barrier if you beat your best time or best kills it saves and shows your high scores and current run and starts again
To change the difficulty at the top of the program is a bunch of variables you can change
Mod_barrier 1 easy 5 hard 10 don't be silly.
Have fun.
Might actually do a bit of work on the game part of the game next.
And I still haven't put the controls to use in the game yet.
Might work on that next.
Left control move around
Right control spin
R button fire. -
Oh yeah it's live.
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That looks amazing! Great update!
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awesome and some.
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Just downloaded it, it’s already one of my favourites!
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Unreal @xevdev absolutely breathtaking mate..
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Very cool! Great job!
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It’s fantastic, really like the wormhole effect.
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Stunning mate and really shows what Fuze is capable of when in the hands of a competent coder!
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@SteveZX81 thanks mate and thanks for asking some really good questions on the forum. I've learnt quite a bit from your enquires that I wouldn't have thought of. Keep it up.
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And update.
Implemented game states and now you can also get shot.
Two ways to play the old way and a basic level progression.
Its pretty easy so far as I've put shields in instead of lives.
More of a demo than a game. Anyway I'm pretty happy how it's going so far. Thought I'd share before I start mucking with the 3d routines cos they can be tricky if you introduce an error then have no backup. Already spent two hours today chasing a bug I wrote in some new code. That was painful enough ended up being I misspelled a variable.
Haven't put a permanent save state in yet and probably won't till it's nearly complete and I have more of an idea what needs to be saved.
Fixed a bug with the lightning being displayed but it still needs some work.
And I've spent some fruitless hours trying to find the wormhole display bug. Not really noticeable but it annoys the crap out of me.
Anyway now I've got that all working. time to rewrite some of the 3d functions. Again.
Pending
Se163mnd94 -
Rewrote the wormhole code that I made on the first day. It was pretty wasteful code. Combined a few separate loops into one and turned the 2 dimensional arrays into 1 dimensional. Stopped calculating every point in the wormhole through the rotation perspective math, 180 points down to 20 , 2 per circle. basically the centre and a perspective distance.
Finally found the wormhole display bug. Yay.
So it's all running at a nifty 60 fps which I'm pretty happy with.
Added some sounds and graphical flourishes
Rewrote some of the 3d modeling code and got a nice little speed boost. Enough to make a simple boss model hopefully not slowing it down to much.
Anyway it's pending
Ngfn2mnd94 -
Awesome! Also an interesting choice of sound effects...
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@vinicity yeah the chook sound was to stop me from firing when the game was over. Not immediately obvious when you've finished.
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Wormhole is now live
Ngfn2mnd94 -
Holy hell this is hard!
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Hey guys, if you do games like this I go back to Power Point. - Seriously, this is spectacular: the self made 3D objects, the flashs, the tunnel with the foreground-background/distance implementation and also the human-stuff is well arranged: the loading screen, the animation/sound/rumble combination when you get hit, the glow of the guns.
You did not explicitly asked for feedback, so, just skip it, but it would be nice to let the player enjoy all this game elements a bit more; probably you are processing the visual inputs at a higher speed, then me. You are still reading, so here we go: my wishs to get into the flow would be
- iterate two types of game phases: one with the flashs, afterwards one with the objects
- move the flashs a bit more to the borders of the tunnel, so, the player can just focus on the right stick (spinning), at least the first time, so he can enjoy them for a while
- in the phase where the objects appear: leave the green shots (boxes) away, I am not able to dodge all of them ;-) and they cover the nice objects. If there are only objects, the user can survive by only aiming with the left stick and shooting (ZR)
- in additional flash-phases you could start move every 5th flash or so to the middle, so its clear for the user he has now to use the left and right stick to survive.
But hey, thats just if the intention was not to serve the main dish with the dessert. Its overwhelming any way. Good job!