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Re: News on my GEM games

Posted: Sun Dec 09, 2018 2:04 pm
by jury
Rajah Lone wrote:This bug occurs also in the X2 WIP current version. @jury: this is why your Falcon setup without PCI freezed


Nice find. When the new version will be ready I will give it a go.

Re: News on my GEM games

Posted: Mon Dec 31, 2018 8:37 pm
by Rajah Lone
X2 project (20181231): blog or directly
- add: Crispin’s shop (some details not yet implemented (1)).
- add: in the levels editor: catalog of add-ons to buy in shop.
- add: extra ship to buy.
- add: subspace sequence/interlude, with starfield and horizon fonts.
- add: endgame simple congratulations subspace screen with horizon X2 logo.
- add: game over subspace screen.
- add: credits
- fix: wrong PCI detection, made silent crash on Falcon+CT60 without PCI and misuse with PCI Radeon card.
- add: log file in preferences (mainly for debugging at start).
- opt: discard sprite/mask verifications (use log file if display problem).
- fix: did not free memory correctly while loading images.
- fix: amonit boss was sensible to super zapper.
- fix: ship y-position reset when level is starting.
- fix: ship is now mobile left/right when life or level is starting.
- fix: status bar wasn’t displayed after second game session.
- fix: canon thrower animation.
- rmv: keys 1 2 3 4 5 for level changes tests.

Thanks to Strider/MJJ Prod for his tests on Falcon+CT60.

The project is near completion. I must prepare for a 3rd trip to VietNam spring 2019, but I thinks I'll time to work a little this start of year.
As said before, I am terrible at level design, so I will release the project with just a 'test maps/levels'. The users who want to make/build will use the Xeditor, and name and lock their 'maps/levels' with an id+password. The online highscores will show and sort winners by 'maps/levels' name/id (2).

Remaining TODO:
- (1) in Crispin's shop: hand movements, advises, sounds, and winner loots: glasses, cd music in end level 5 shop, at game completion
- (2) in the editor: builder-id, verification hashes + password for map+shop (for user-builders).
- (2) online highscores, add scores webservice on my website.

For those who are lazy or have only low-tech machines.


Re: News on my GEM games

Posted: Mon Dec 31, 2018 9:17 pm
by vido
This looks really nice!!!
Thank you Rajah!

I will test it on my FireBee ...

Re: News on my GEM games

Posted: Tue Jan 01, 2019 9:37 pm
by jury
Rajah Lone wrote:@jury: this is why your Falcon setup without PCI freezed


I confirm that the latest version does not freeze anymore. Thanks a lot!

Re: News on my GEM games

Posted: Sat Feb 23, 2019 4:09 am
by Rajah Lone
Xenon 2: Reloaded: blog or directly
- add: shop completed: bitmap glasses (do nothing, just cool), advises, Crispin’s hands motions, various messages in communication window, animated « ? » for ‘too expensive item’, sounds…
- fix: missing Z letter in comm font’s.
- fix: smaller extra-ship sprite in the shop.
- fix: communication window frame not cleaned after second new game.
- fix: buy button could be triggered even if item selected.
- fix: synchronize close/open intercomm window with main window.

- add: stat in log, « O » key -> outputs framerate img/s.
- add: bomb (double-thingy), similar to big mine, but goes upward.
- fix: missiles target unset for level 2345 foes. Some foes will be always undetected.
- fix: endgame: mouse cursor wasn’t shown if hidden for the preferences (Thanks Arachide).
- fix: new ship appearance: if blocked on map then invulnerability is added and move still permited to exit collision.
- add: color icon for iconified window (since 256 colors screenmodes).

- rmv: map jump with J key.
- add: editor: name+version+author of maps in editor and game credits.
- add: password for author’s lock in editor.
- add: online highscores: submit and list maps+hits from my webservice/website.

- add: miscellaneous preference to slow down display/computation (for too much quick machines such as FalconCT60 or Aranym).
- opt: GFA RAM Garbage Collection (FRE(0) no more systematic).
- opt: some IF x!=FALSE changed to IF NOT x!, some IF+AND splitted.
- fix: STEP -1 replaced by DOWNTO in FOR-NEXT.
- fix: RANDOMIZE 0, RAND() instead of RND*.

The project is completed. Please note the levels provided in the game archives are for tests. I coded to remake the game (not for playing it really). Users can build their own levels and propose them for players. Levels can be editor-locked with password and has id number. Online highscores are levels sorted with this id.

My goal is reached. There will surely be fixes to do, but I consider this tribute written. One important thing: I will ask in a few days to The Bitmap Brothers for their authorization/curtesy. If not granted, then the archives will be removed (except for the GFA sources).

Re: News on my GEM games

Posted: Sat Feb 23, 2019 3:14 pm
by lp
Thanks for updates.

I stumbled on a small problem with Troll. It crashes if the RSC file is not found.
Downloaded the source and traced it to: 'GOSUB leave' -> 'GOSUB options_save' -> 'OB_TAIL(...)'
It tries to look at an object tree that does not exist. ;)

Re: News on my GEM games

Posted: Sat Jun 29, 2019 7:40 pm
by Rajah Lone
Working on a new project, named B+
I hope to release a WIP version (only sceneries, not playable) in late July. Dev is easy, based on X2 project.

loading

informations

Re: News on my GEM games

Posted: Sat Jun 29, 2019 7:54 pm
by dhedberg
Nice. What will the hardware requirements be?

Re: News on my GEM games

Posted: Sat Jun 29, 2019 8:08 pm
by Rajah Lone
- 256 colors to TC32 screenmode.
- 640*480 minimum (windows will be truncated if less, I may work on 320*240 unwindowed mode). NVDI strongly advised.
- quick 68K or ColdFire, GEM environment.

Re: News on my GEM games

Posted: Sat Jun 29, 2019 9:05 pm
by dhedberg
Hmm, will a non-accelerated Atari be enough? Falcon030? TT030?

Re: News on my GEM games

Posted: Sat Jun 29, 2019 9:36 pm
by Rajah Lone
I don't know. Since there is no scrolling and few animation, I'll try to vro_cpyfm not the whole screen, but parts. But don't hope to run it absolutly on stock Atari machine (if so, you will be disappointed).

Re: News on my GEM games

Posted: Sat Jun 29, 2019 9:41 pm
by dhedberg
OK. Thanks.

Re: News on my GEM games

Posted: Sun Jun 30, 2019 7:26 am
by MacFalcon
That's cool news! Looking happily forward for the (test) release :)

Re: News on my GEM games

Posted: Sun Jul 28, 2019 12:27 am
by Rajah Lone
B+ Project: blog or directly
- fork from the X2 Project
- add: title and credits screen, introduction sequence, levels 1 to 8 with their animations...
- for: every Atari OS since 640*400 px and 256 colors.

Use "space" bar to change level, once you started new game, or wait for the countdown.

bbplus.level1.png

Next on the roadmap : warrior and single-mode opponents, characters movements...

But, developpement will be slow this semester. I have to work on my programs fixes early august, then work to prepare the Alchimie treize convention (Amiga mostly, but all retro are welcomed) and a maybe roadworks to move into a new apartment. I may code a little on the B+ project but nothing serious until early 2020.

Re: News on my GEM games

Posted: Sun Jul 28, 2019 7:35 am
by MacFalcon
Pretty cool! Looks very nice!

Re: News on my GEM games

Posted: Sun Jul 28, 2019 8:28 am
by dma
Another nice project eh. :)
All the best for your new apartment Rajah.