Flash
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« Reply #25 on: February 19, 2009, 06:07:19 AM » |
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Hello! Welcome, this place is horrible Super!! Also, more nice words, quick~the red meat!! As for the game, I agree about the colors. The planets and stuff in bkg should be nice enough with 16 colors (I haven't seen the actual png just the in game so can't tell exactly how many colors it uses). The rest can be transferred to the tiles. Even though, as I'm typing this, I did some redecorating and it doesn't look bad really with 16 /C64 pretty but then again, I'm biased  . I'll probably send the image tomorrow to Flash (Flash, check PM from time to time for that) so you people can decide which way, 16-256...7 million... I was quite unsure about the number of colours to use? I agree that more colours would give it a more recent "sheen", but... I also like the idea of using the C64 palette by way of a homage and to keep the "look", it is a close call really? Now my brain hurts again!
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Flash
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« Reply #26 on: February 19, 2009, 06:08:13 AM » |
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Everything can be arranged for a price... ;-) ...do you have a sister?  He he he he
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Flash
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« Reply #27 on: February 19, 2009, 07:14:07 AM » |
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I'll probably send the image tomorrow to Flash (Flash, check PM from time to time for that) so you people can decide which way, 16-256...7 million...
You really are Mr Turbo-pants 
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AndyH
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« Reply #28 on: February 19, 2009, 01:32:25 PM » |
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Hi guys, I'm the "headkaze" mentioned in the first post and have been working with Flash on this new game. I'm new to arm asm but have picked it up quite readily. I recommend people look at arm asm if they're interested in learning assembly. It really is a lovely processor and really easy to pick up. We have some nice introductory tutes on our forums to get you started as well (and I have ported many of the "C" headers to asm friendly versions already).
Hi both. The game is looking great and I've just been looking around your website, especially the NDS forums and tutorials. Will be bookmarking that for revisting. 
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Flash
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« Reply #29 on: February 19, 2009, 03:14:45 PM » |
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Thanks for taking time to view the site. HK has done some sterling work in making NDS asm available to the masses  Without his work, I would never have got Warhawk to where it is now. I am always on hand to offer help in Arm coding. I was a seasoned 6510 coder and the step to Arm is not that bad really  Thanks again!
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Happymonster
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« Reply #30 on: February 19, 2009, 04:33:31 PM » |
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I always loved Rob Hubbard's music theme for Warhawk, even if I wasn't good at the game itself! 
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Lobo
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« Reply #31 on: February 19, 2009, 04:41:24 PM » |
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Can't remember the music but if it was Hubbard, A+ on blind date.
Ok, Flash, check the PM and see how it goes and all that.
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Flash
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« Reply #32 on: February 19, 2009, 04:44:48 PM » |
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I found his number on a demo disk in 1985 and gave him a call. He had free rein with the music and sound effects and the bill was £250. When he heard that the game was going commercial, he upped the price to somewhere around £1000 Still, the music did help make the game and is certainly one of his most loved, which is a bonus. The DS version has a couple of remixes in it (though music is off in the demos for sake of sanity) and these were also great - must remember to ask permission to use before I turn them on again 
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Flash
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« Reply #33 on: February 19, 2009, 07:12:47 PM » |
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Just added some nice code to Warhawk. If anyone remembers the Hunters from the original, I have just added them to the remake. They do really spice it up a bit!
I was wondering? Should I replicate the attack waves from the original Warhawk for the first level, or perhaps break out?
would it be nice to open the game with (almost) the same attack waves?
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Flash
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« Reply #34 on: February 19, 2009, 07:37:04 PM » |
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Ok, a minor game update. This intoduces a couple of new attack waves. The Hunters (near the end) are fun!  Have fun also!  There is a little work to be done on the Hunters, but it IS late!!  Best thng, at least it has shown that the dual screen sprite code can handle anything 
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Flash
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« Reply #35 on: February 21, 2009, 06:22:18 PM » |
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Hi, I just had an email from Ninteno R&D asking me to take the demos of the game off-line and enter discussions regarding an official Nintendo endorsed release. So, after many emails back and forth, we have decided on a developers sum of £45,000 and a 21% return on sales! In light of this, I have to check my calendar and work this out, regarding release dates and deadlines... Oh, BUGGER! Just realised it is February and not the very start of april! Oh well, I will try AGAIN in a couple of months  (do ya get the feeling I am a wee bit bored?)
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Sokurah
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« Reply #36 on: February 21, 2009, 07:04:13 PM » |
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Congratulations, you're now officially back into making games professionally. My condolences, you now have bosses, dealines and people to make happy.
Impressive sum they're parting with...perhaps I should give DS development some thought. ;-)
I hope it turns out as a good experience for you and perhaps opens some doors, but... ...there's one other thing - RR related..but I'm sure someone will be right along to tell you.
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Tardis Remakes => Sir Lancelot, Omega Race, Spiky Harold, Jack'o'Roid, A.S.S. (Orion), Rip Off, Project Future, Zektor, Space Fury, Dingo, Omega Race 2009, X-Quest 2 (in progress), Psycho Pigs UXB (in progress). " Little piggy goes BOOOM!!!..."
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caffeinekid
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« Reply #37 on: February 21, 2009, 07:08:44 PM » |
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Early April Fool? Well we wouldn't have fallen for it otherwise maybe. 
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Sokurah
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« Reply #38 on: February 21, 2009, 07:23:58 PM » |
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Oh, guess I fell for it. ..who's feeling silly now. :o)
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Tardis Remakes => Sir Lancelot, Omega Race, Spiky Harold, Jack'o'Roid, A.S.S. (Orion), Rip Off, Project Future, Zektor, Space Fury, Dingo, Omega Race 2009, X-Quest 2 (in progress), Psycho Pigs UXB (in progress). " Little piggy goes BOOOM!!!..."
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Flash
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« Reply #39 on: February 21, 2009, 07:54:55 PM » |
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Oh, guess I fell for it. ..who's feeling silly now. :o)
I don't belive you fell for that at all! I think you want me to belive that you fell for it! Well, NUTS to you, I am not gonna fall for it! er, hold on, now I have confused myself! Bugger!
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Flash
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« Reply #40 on: February 24, 2009, 06:51:50 PM » |
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Apart from a lot of "behind the scenes" stuff, here is another little demo. Just a display of bigger aliens and one of the 28 current shot types.  the onscreen numbers display the attack wave and the "ident" PS. sorry for the big alien ship graphics! I did my best for now! It was meant to be a rock with guns - but I am too useless to shade and "rockify" it! 
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Flash
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« Reply #41 on: February 25, 2009, 07:27:03 PM » |
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Just a quick post,
If anyone has any ideas or suggestion, please help me out an post them!
I am looking for anything I can get from the community to help make this one of the top shooters on the DS!
would it help if I said "Pretty please"?
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THE_Chris
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« Reply #42 on: March 01, 2009, 08:25:18 AM » |
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Suggestion : I dont have a DS, make a PC version  Make it so that the game gets ridiculously hard as you go along. Anyone whos ever made it to level 25 will know that it is botderline impossible.
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Flash
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« Reply #43 on: March 01, 2009, 08:54:39 AM » |
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Being coded in ASM a conversion to x86 could be a little tricky  But, one thing we may to is bundle it together with an emu modified to full screen operation on the pc. well, it is a compromise?
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RobF
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« Reply #44 on: March 01, 2009, 11:18:58 AM » |
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Apart from a lot of "behind the scenes" stuff, here is another little demo. Just a display of bigger aliens and one of the 28 current shot types.  the onscreen numbers display the attack wave and the "ident" PS. sorry for the big alien ship graphics! I did my best for now! It was meant to be a rock with guns - but I am too useless to shade and "rockify" it!  Sorry for the delay, only just got round to bunging this over to the DS. Erm, if they're coming down in waves how easy are they going to be to actually take out? As far as I can tell right now then they're nigh impossible to work out a strategy around other than getting out the way. Mainly because the bullet pattern looks fancy but unnatural - if that makes the slightest bit of sense outside my head. What I'm thinking may present itself as a problem (you may have already worked around this, so shush me y'know) is that you're going to end up limiting yourself as to where you can use them - probably just to keep people from one side of the screen, or you're going to trap the player in their crossfire. If you're going for that style of firing, personal preference here so feel free to disregard, I'd prefer the way R-Type handles the sort of helix shot in that it's a burst fire/pause/repeat and the helix forms already solidified rather than bullets weaving down in a funny shape.
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Flash
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« Reply #45 on: March 01, 2009, 12:33:25 PM » |
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The current attack waves set up in the game are just demo stuff to check it works and the shot patterns are much the same. At some point HK and I are gonna get a generator done on the PC for the manupulation and construction of the attack/bullet data, it is too much trouble to manually enter them into the game at the mo, so everything I have got round to is just by way of puting some action on the screen and to also check that the sprite and detection code works between the two screens as it should - It has helped to find a few minor hiccups  The one thing I want to do is to stay as true to the original game as I can without drifting too far from it. I dont wanna create a shmup and just call it "warhawk", the intention is a progression of the original game - more of "what would we have done 'then' if we had the ability and hardware?" Does that make any sense?? Perhaps a burst shot would be a nice one to add to the bullet patterns though - I will look into that 
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RobF
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« Reply #46 on: March 01, 2009, 07:00:08 PM » |
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Yar, perfect sense  I'll admit I'm not too au fait with the original, I played Smila's remake and that was aboot it. Not really being a 64 boy, it never hit my radar when I was a lad but I was never keen on the sort of shooters that emerged on home computers anyway. They never seemed to quite get the magic balance of arcade and console games right and frequently spent more time with you just dodging/shooting things as they came down the screen with bullets either going straight down or straight at you. (G-Force being the rather obvious honourable exception to my tastes, but that's just Tempest in 2d so gets a pass) so I doubt I'd be much use for any useful advice on extending the original if that's your intention. I'm still eager to play it, mind - anything is better than being relegated to Nanostray 2 on the DS *shudder*. But I fear my expertise on these matters is less in the realms of traditional and more wave/pattern enemy/bullet combo stuff. Runs smooth as hell though, bit of slowdown with the background warping later on - nothing crippling, but ever so slightly noticeable when it kicks in.
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headkaze
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« Reply #47 on: March 01, 2009, 09:21:18 PM » |
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Runs smooth as hell though, bit of slowdown with the background warping later on - nothing crippling, but ever so slightly noticeable when it kicks in. Just placed the sine wobble into a proper vblank interrupt so there should be no slowdown now 
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Flash
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« Reply #48 on: March 03, 2009, 07:00:58 PM » |
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Just a post to show the end of level bosses for level 1 and 2, by way of a demo screen or 4! Without firepower With fire power yes, they have burst/pulse fire, amoungst others - "shush - secret"
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caffeinekid
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« Reply #49 on: March 04, 2009, 03:43:26 AM » |
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It looks like it's really coming along. Fantastic. 
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