A new game : Feedback required
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Greg (2474) 144 posts |
Hi all I’m going through a process of self education for game design. My current " exercise ", now complete, is a game. A shmup game. I would appreciate it very much if anyone would like to playtest it for me and give me some feedback on what I am doing right / wrong with the design. The game runs in 640 × 480 @60hz and includes a !Help file to explain the game and its features. It runs okay on PI2, Iyonix and StrongARM RISC PC. However I have issues with both Iyonix and RISC PC in that both machines I believe have some sort of hardware issues which makes it impossible to be 100% sure that it works okay on these machines but what I have been able to achieve in game time has been fine. There is however, on PI 2, a rare bug where it crashes and hangs the machine but in my experience I have played it dozens of times without instance. This is a link to a video of the full game play ( 5 levels ) for those interested : https://www.youtube.com/watch?v=zle8vCvNij0 Thanks for any feedback Greg |
David Feugey (2125) 2709 posts |
Swarm in space! |
Michael Gerbracht (180) 104 posts |
Yes I also think that it looks very good but also I am sure I wouldn’t be able to finish the 5 levels without a lot of practise ;-) |
Greg (2474) 144 posts |
@ David @ Michael EDIT : As an after thought I thought I’d better say that the game uses the default framerate that your setup uses for 640 × 480. So, it may run faster if your hz is >60 or slower if your hz <60. Thanks for your interest. Greg |
Alan Robertson (52) 420 posts |
Hi greg
I really liked what you’ve done and I think with a little bit more work could turn into something pretty cool indeed. Hopefully my feedback doesn’t come across as too negative; there are lots of positive to take away, especially as it’s your first attempt at a shoot-em up. If you want to send it for further ‘testing’ send to nxWibblenytrex.com. Replace the Wibble with the @ symbol. Here is a link to a very cool shoot-em up on a very old 8-bit console and shows what can be done with low-end hardware. https://www.youtube.com/watch?v=2b6YOKIoGLg |
Michael Gerbracht (180) 104 posts |
Yes, I would like to give it a try and see how far I get. Not sure I will find time before the weekend hope that’s ok. You can send it to m.gerbrachtWibblecityweb.de using Alans encryption ;-) |
Greg (2474) 144 posts |
@ Alan Thank you very much for your kind remarks. Better than what I expected. Thank you. With regards to point 4 the idea of the fast stars was to imply you was rushing of to the sector you have been assigned to and the slowing down was to imply your arrival. I don’t understand what you are trying to convey in point 5, could you explain a bit better please. With regards to music there are 2 reasons. 1) Music is absolutely not a strong point for me and 2) Since this project was only an " exercise " in learning the skills in game design, hence me looking for feedback and play testing, it was not going to be a fully polished ready for release game so never really looked into it. Your feedback has absolutely not been negative. I will send you the zip file for play testing. Many thanks again Greg |
Greg (2474) 144 posts |
@ Michael Thank you. Will send you the zip file @ Alan Ive seen Gradius and a whole bunch of other shmups to try and get an idea on where i should be going. Greg |
Greg (2474) 144 posts |
Zip sent Michael and alan. Cheers. Greg |
Rick Murray (539) 13861 posts |
The Famicom clones tend to be a 6502 core hooked to a tiny amount of RAM, equally tiny VRAM, and a fairly complicated hardware sprite handler to make such games possible. Take a look at this for an example: |
Rick Murray (539) 13861 posts |
BTW, Greg, what’s your game written in? BASIC? C? Assembler? |
Greg (2474) 144 posts |
Its written in assembly Rick using BASICS assembler. Don’t tell me off :-), I know how much you like high level languages and another assembler. |
Alan Robertson (52) 420 posts |
Hi Greg |
Greg (2474) 144 posts |
@ Alan I see what you mean. I did consider this for the player but since my animation skills are non too good either all my sprites were acquired from free to use sources and couldn’t find at the time anything that I liked. But yes I agree with you, more animation on my sprites would be desirable |
David Feugey (2125) 2709 posts |
Send it to the usual place: temp1267@riscos.fr |
Greg (2474) 144 posts |
Ive sent the zip file David. Thank you Greg |
Rick Murray (539) 13861 posts |
:-) It’s your choice.
The liking of C these days is because both Norcroft and GCC are competent enough to output decent compilation, so it makes sense to use a high level language and leave all the nit-picky little details to the compiler to deal with. I’d rather think up a better algorithm for shoving aliens around the screen than worry about what is stacked and when. Additionally, the ARM has suffered a number of breaking changes in its behaviour. Not just the 26-32 transition, but rotated loads, deprecation of SWP, and so on. Compiled code can, of course, suffer from these issues just as much as anything else (compiler release 5 of the Castle era seemed in love with using rotated loads). The difference is that “fixing” the problem with high level code usually means just rebuilding the project with an updated compiler. With assembler, it needs to be gone through. If you’re lucky, it’ll be a simple fix. If you’re unlucky, you’ll find all sorts of flags stuffed into addresses and applied magic that requires the use of a whiteboard to work out what the hell is going on. There’s a reason RISC OS itself has been 32bitted, but Impression still hasn’t. ;-) I used to like assembler, back when processors were 8MHz and you needed it to get any useful speed out of the machine. But with processors being 800MHz+, there’s less necessity.
Nothing wrong with BASIC’s assembler. If you’d like a play tester (ARMv7 Pi2) by somebody who sucks at games and has the coordination of a dead goldfish, feel free to send me a copy. I’ll be happy to see if I can break it! |
Greg (2474) 144 posts |
Rick I’ve sent a copy to you. Thank you. The main reason why I code in assembler is because Ive always done so and also nowadays I don’t get a lot of decent time where I can concentrate on coding so I simply take the route of “least resistence”, I use what I am most familiar with. Not that this makes me a great programmer but it gives me the opportunity to be the best I can be while I still have an interest in codeing. I’m not getting any younger you see. Who knows, In the future I may not have a choice in what to use and then I will have to decide if I still want to code or not….. For now though assembler it is. |
Nytician (8437) 21 posts |
Not played it but the YouTube video looked cool! And any ASM programmer is automatically a good programmer imo hah, watched a few commodore video tutorials and completely lost :P Nyt! |
Greg (2474) 144 posts |
Thanks for the nice thoughts Nyt. What RISC OS machine have you got ? |
David Feugey (2125) 2709 posts |
Thanks Greg. It doesn’t work, since with my recent ROM, all 256 colours mode are black with only the cursor :) I’ll try on a vanilla 5.24 ROM later. |
Greg (2474) 144 posts |
Thats not good. I would be lost without my machine. Its what I get up for on my days off :-) |
Stuart Painting (5389) 714 posts |
That may indicate you’re still using 2018 firmware. Try it with the latest firmware instead. Be aware that the 5.24 ROM won’t work with the latest firmware. |
Nytician (8437) 21 posts |
I am using a RPI2 Risc OS 5, might see if I can download it when I get a moment. Nyt. |
David Feugey (2125) 2709 posts |
Thanks Stuart! |
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