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29172 Posts in 1474 Topics- by 1404 Members - Latest Member: flan344

March 12, 2010, 12:04:27 PM
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Author Topic: Warhawk DS Remake  (Read 12630 times)
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Happymonster
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« Reply #30 on: February 19, 2009, 04:33:31 PM »

I always loved Rob Hubbard's music theme for Warhawk, even if I wasn't good at the game itself! Smiley
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Lobo
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« Reply #31 on: February 19, 2009, 04:41:24 PM »

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 »

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 Sad

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 Smiley
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« Reply #33 on: February 19, 2009, 07:12:47 PM »

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 »

Ok, a minor game update. This intoduces a couple of new attack waves. The Hunters (near the end) are fun! Smiley

Have fun also!



There is a little work to be done on the Hunters, but it IS late!! Smiley

Best thng, at least it has shown that the dual screen sprite code can handle anything Smiley
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Flash
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« Reply #35 on: February 21, 2009, 06:22:18 PM »

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 Smiley

(do ya get the feeling I am a wee bit bored?)
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« Reply #36 on: February 21, 2009, 07:04:13 PM »

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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« Reply #37 on: February 21, 2009, 07:08:44 PM »

Early April Fool? Well we wouldn't have fallen for it otherwise maybe. Tongue
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« Reply #38 on: February 21, 2009, 07:23:58 PM »

Oh, guess I fell for it.
..who's feeling silly now. :o)
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« Reply #39 on: February 21, 2009, 07:54:55 PM »

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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« Reply #40 on: February 24, 2009, 06:51:50 PM »

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! Smiley
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Flash
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« Reply #41 on: February 25, 2009, 07:27:03 PM »

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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« Reply #42 on: March 01, 2009, 08:25:18 AM »

Suggestion : I dont have a DS, make a PC version Wink

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 »

Being coded in ASM a conversion to x86 could be a little tricky Smiley

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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« Reply #44 on: March 01, 2009, 11:18:58 AM »

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! Smiley

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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