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Commando return


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#51 bfg.gamepassion OFFLINE  

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Posted Wed Jun 29, 2011 5:54 AM

View PostPixelboy, on Wed Jun 29, 2011 4:48 AM, said:

View Postbfg.gamepassion, on Wed Jun 29, 2011 12:00 AM, said:

View PostPixelboy, on Tue Jun 28, 2011 9:35 PM, said:

Okay, here's my rendition of the soldier sprites. I included the corresponding NES sprites for reference.

I'm not sure if these will look good in 32x32 mode, but one thing to keep in mind is that the TV screen is only 192 pixels high, so a 32x32 sprite may give the impression that it's bigger than it really is.

If you use these sprites in regular 16x16 mode, one suggestion I would submit would be to have a large black sidebar on the left side of the screen, which would hold the player's score, number of lives, number of grenades, etc. That way the playfield will look taller, and the 16x16 sprites won't look so small... :)


THANKS !!!! I'll pass the picture in my picture2sprite tool at lunch pause. Thanks a lot !!
You're welcome. :) I'm keeping my fingers crossed that the sprites will work well. Sometimes they look good individually, in a static context, but don't necessarily animate well...

Due to a smaller Lunch pause than expected, i've only have the time to integrate the Sprite UP position with animation ...
My opinion it's that's COOL in 16x16, to big in 32x32. I'll finish all the position and post the videos as soon as possible.

#52 Pixelboy OFFLINE  

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Posted Wed Jun 29, 2011 8:50 AM

View Postbfg.gamepassion, on Wed Jun 29, 2011 5:54 AM, said:

Due to a smaller Lunch pause than expected, i've only have the time to integrate the Sprite UP position with animation ...
My opinion it's that's COOL in 16x16, to big in 32x32. I'll finish all the position and post the videos as soon as possible.
Just for the record, the second sprite I created for the grenade throw bothers me a little. Ideally, I think it should be done as three or four sprites, with the upper sprites used to display the extended arm. Feel free to PM me if you want to discuss this, or any other issue. :)

I'm really looking forward to the next video... :D

#53 Yurkie OFFLINE  

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Posted Wed Jun 29, 2011 10:32 AM

Quote


Due to a smaller Lunch pause than expected, i've only have the time to integrate the Sprite UP position with animation ...
My opinion it's that's COOL in 16x16, to big in 32x32. I'll finish all the position and post the videos as soon as possible.

I like the smaller player sprite like in your original video, it makes the game look more spacious.

#54 bfg.gamepassion OFFLINE  

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Posted Wed Jun 29, 2011 12:37 PM

Ok, here we go ! Personnaly i like this version !



#55 Yurkie OFFLINE  

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Posted Wed Jun 29, 2011 1:19 PM

Looking really cool.

#56 retroillucid OFFLINE  

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Posted Wed Jun 29, 2011 1:30 PM

Latest video look good! :thumbsup:

#57 Pixelboy OFFLINE  

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Posted Wed Jun 29, 2011 2:00 PM

Looks wonderful! :D


... but I still think the game could use a vertical sidebar on the right. Just my opinion. :)

#58 youki OFFLINE  

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Posted Wed Jun 29, 2011 2:26 PM

I like that version too! :lust:

personally I'm not really for a vertical side bar being on the right or on the left.

#59 rpgcollector OFFLINE  

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Posted Wed Jun 29, 2011 2:30 PM

That looks great. So many games being worked on for the Colecovision is making my head spin :cool:

#60 bfg.gamepassion OFFLINE  

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Posted Wed Jun 29, 2011 11:23 PM

So, if PixelBoy authorized me to use his work, i'd like to use these sprites.

Before testing "vertical" look or not of the game, my goal is to code the ennemy attack wave.
I've just play the original arcade game, and i don't understand ...

Seems that the ennemy "turn" around the player to shoot him(no one go directly on me to kill me). But their movement to do that seem random.

Seems like the IA work like that :

1 - The ennemy come from top of the screen randonly (not all, some have their own movement defined)
2 - during a certain amount of time the ennemy will go close to the player, and "turn around" him to shoot. But the "path" to go near the player seem random. The ennemy never try to "touch" the player with his "body" (excuse my bad english).
3 - After that amount of time the ennemy leave the playfield. Direction choose randomly ...
4 - if the player don't move in the scrolling, ennemy come forever, and after a moment there will be ennemy with grenade (another hard thing to code :D)

If there's hardcore gamer of Commando here, comments are appreciated ;)

#61 ozma wars OFFLINE  

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Posted Thu Jun 30, 2011 1:50 AM

last time I played arcade was 25 years ago. have the jamma but not the time to play it... .
Anyway I agree for a vertical side bar being on the right or on the left.
Commando a great game in yr. hands.

#62 Crapahute OFFLINE  

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Posted Thu Jun 30, 2011 8:35 AM

I'm going to get me some pop corn and watch your work in progress :D Great work :thumbsup:

#63 bfg.gamepassion OFFLINE  

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Posted Thu Jul 7, 2011 1:33 PM

Not much time too code, lot of job work, crying children ...

So here is video of a preliminary random ennemy implementation. As you can see it's absolutly not perfect, and need lot of correction. But at time, it seems that the game has no slowdown, but i can see GFX glicth, i don't know why for the moment. I think now i'll code all the different ennemy to see how much memory it left for new gfx and level design. The rom is already 17ko :( with no code optimisation for the moment.



Must add for the moment

- Throw grenade
- Soldier behind walls, "runing" when player close
- Cars and motocycle
- Grenade bonus

Then i'll can make more levels and improve gameplay and IA. Lot of work ...

Edited by bfg.gamepassion, Thu Jul 7, 2011 1:33 PM.


#64 sermajic OFFLINE  

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Posted Thu Jul 7, 2011 2:48 PM

nice...

Has that lovely speccy smell...

#65 Pixelboy OFFLINE  

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Posted Thu Jul 7, 2011 3:04 PM

Excellent demo! :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup:

#66 thegamezmaster OFFLINE  

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Posted Thu Jul 7, 2011 6:22 PM

first version looks great keep up the great work.

#67 purenergy OFFLINE  

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Posted Mon Jul 11, 2011 5:04 PM

Commando on the Colecovision!
:cool:
This looks nice, keep up the great work!
:)

#68 ozma wars OFFLINE  

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Posted Tue Jul 12, 2011 5:11 AM

Commando will be a success on the ColecoVision but, because of the terrible controls, it will be very hard to play after a while.
Also terrible will be with all other Colecovision compatible joisticks, SA included.
So, only an idea, why not a Commando II where a lot of ideas taken from AIRBORNE RANGER,1987, Microprose, for C64 and Amiga ?
Pls check this game. It would be also possible to use the keyboard and, at same time, having more options and less frenetic gameplay.
I am very much interested to yr. opinion.
Pls check that game. Thanks. Max
;)

#69 bfg.gamepassion OFFLINE  

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Posted Tue Jul 12, 2011 7:55 AM

View Postozma wars, on Tue Jul 12, 2011 5:11 AM, said:

Commando will be a success on the ColecoVision but, because of the terrible controls, it will be very hard to play after a while.
Also terrible will be with all other Colecovision compatible joisticks, SA included.
So, only an idea, why not a Commando II where a lot of ideas taken from AIRBORNE RANGER,1987, Microprose, for C64 and Amiga ?
Pls check this game. It would be also possible to use the keyboard and, at same time, having more options and less frenetic gameplay.
I am very much interested to yr. opinion.
Pls check that game. Thanks. Max
;)

Just note that the game is called "Commando return" not "Commando" ;)

More seriously, i'm waiting for a development cart so, i'll can try the game on the real hadware now to see if it will be playable or not.
For the moment, i try to develop good ennemy movement /shoot routine, and i'll see next if i must "slowdown" the game or anything else ...

#70 5-11under OFFLINE  

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Posted Tue Jul 12, 2011 9:42 AM

View Postozma wars, on Tue Jul 12, 2011 5:11 AM, said:

Commando will be a success on the ColecoVision but, because of the terrible controls, it will be very hard to play after a while.
Also terrible will be with all other Colecovision compatible joisticks, SA included.

And how is this different than pretty much any CV game? ;) Many of us have found solutions that work well for us, whether is ball knobs, SA controllers, arcade controllers, converted joysticks, etc.

#71 ozma wars OFFLINE  

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Posted Tue Jul 12, 2011 10:57 AM

View Post5-11under, on Tue Jul 12, 2011 9:42 AM, said:

View Postozma wars, on Tue Jul 12, 2011 5:11 AM, said:

Commando will be a success on the ColecoVision but, because of the terrible controls, it will be very hard to play after a while.
Also terrible will be with all other Colecovision compatible joisticks, SA included.

And how is this different than pretty much any CV game? ;) Many of us have found solutions that work well for us, whether is ball knobs, SA controllers, arcade controllers, converted joysticks, etc.

I see on many topics a lot of you happy with regular CV joistick with the addition of the ball knobs. Personally I think this slight modification nothing change. I would appreciate a joipad like that for the NES but also that for the DINA ( anyone interested, I can sell 2 ) not well responding. Accept suggests on the best solution to buy. Hope Collectorvision will sell soon their arcade board.

#72 ozma wars OFFLINE  

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Posted Tue Jul 12, 2011 11:00 AM

View Postbfg.gamepassion, on Tue Jul 12, 2011 7:55 AM, said:

View Postozma wars, on Tue Jul 12, 2011 5:11 AM, said:

Commando will be a success on the ColecoVision but, because of the terrible controls, it will be very hard to play after a while.
Also terrible will be with all other Colecovision compatible joisticks, SA included.
So, only an idea, why not a Commando II where a lot of ideas taken from AIRBORNE RANGER,1987, Microprose, for C64 and Amiga ?
Pls check this game. It would be also possible to use the keyboard and, at same time, having more options and less frenetic gameplay.
I am very much interested to yr. opinion.
Pls check that game. Thanks. Max
;)

Just note that the game is called "Commando return" not "Commando" ;)

More seriously, i'm waiting for a development cart so, i'll can try the game on the real hadware now to see if it will be playable or not.
For the moment, i try to develop good ennemy movement /shoot routine, and i'll see next if i must "slowdown" the game or anything else ...
ops, pardon, je vous en prie d'accepter mes excuses les plus sinceres...Le Retour du Commando - Commando return !

#73 bfg.gamepassion OFFLINE  

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Posted Mon Jul 18, 2011 10:43 AM

Here is today little progress :



As you can see there is a huge scrolling bug, and sometimes the ennemy disapear ... For the moment i didn't know why. Next step is to change the IA movement to look better and try to kill these f#!?!ing random bugs. I hope this won't cause canceling this game if i can't understand why it appear ...

Edit : disapearing ennemy bug found, must correct it, it's a logical bug.

Edited by bfg.gamepassion, Mon Jul 18, 2011 10:51 AM.


#74 GroovyBee OFFLINE  

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Posted Mon Jul 18, 2011 10:51 AM

View Postbfg.gamepassion, on Mon Jul 18, 2011 10:43 AM, said:

I hope this won't cause canceling this game if i can't understand why it appear ...

You've probably got pointer death or an array index out of bounds somewhere in your code. Don't even think about cancelling your project, just ask for help from one of the other "C" Colecovision developers if you can't find the answer yourself.

#75 bfg.gamepassion OFFLINE  

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Posted Mon Jul 18, 2011 11:44 AM

View PostGroovyBee, on Mon Jul 18, 2011 10:51 AM, said:

View Postbfg.gamepassion, on Mon Jul 18, 2011 10:43 AM, said:

I hope this won't cause canceling this game if i can't understand why it appear ...

You've probably got pointer death or an array index out of bounds somewhere in your code. Don't even think about cancelling your project, just ask for help from one of the other "C" Colecovision developers if you can't find the answer yourself.

I don't want to cancel, but i don't want random bug in my game :D

The other problem is the compiler, in every game i've coded

pseudo code :
struct
{
char other_variable;
byte posx;
byte posy;

} ennemy[10]

ennemy[1] = 100;

void printennemy(byte a)
{
print (ennemy[a].posx); --> 0, yes, i return me 0 !!!!!!! Sometimes ...
}

and if i do

struct
{
byte posx;
byte posy;
char other_variable;

} ennemy[10]

ennemy[1] = 100;

void printennemy(byte a)
{
print (ennemy[a].posx); --> 100,
}

yes, just put the char in the last position of the structure corrected the problem ... For me it's a compiler problem or something i don't understand ...

I have everytime problem with this type of bug ! And here, i've juste move some data from my structure and the bug don't happen anymore ... It piss me off, and if one day i can't fix this kind of problem ... Now i don't know if the bug is due to a graphic routine too long that do a garble in vram or anything else ... :( :( :(




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