Showing posts with label Cruiser-X 79. Show all posts
Showing posts with label Cruiser-X 79. Show all posts

Wednesday, 3 August 2022

Cruiser-X 79: More bubbles

 Because I liked level 4 so much, and the bubbles scene. I decided that level 15 should feature the bubbles once more, but this time much inside a much harder level. There are some more barriers in which the ship should avoid crashing into, but as usual shields should be easy enough for the player to pick up. The shield allows the player to fly over deadly background for a temporary amount of time. 

On the music front, it is another fast paced tune, but not trance. The music sort of feels very oldschool like something you may have heard in the late 1980s or early 1990s. The idea for the music for this level was intended to sound a bit like Maniacs of Noise, but the tune plays too fast. I had to make the music fast due to the level finishing before the music loops back. The result is pretty good.

I exported Level 15 graphics into the game source. Re-configured and compiled the game to put everything in place. Then I set the game code to play level 15 after loading from disk and played the game with infinite lives. This rough level design has turned out quite well. I am really pleased with how it has turned out.




There is only one more level to design this week, before I go full on into the game code next week fixing the game bugs and adding additional elements like 'continue game', 'hi score/name entry', etc. There is one thing I am most certain about. That is completing the project in time for a Christmas release. There is still plenty of time for improvement and finishing everything off. - Unless of course circumstances beyond my control holds things back, which I hope will not be the case. :)

Sunday, 31 July 2022

Cruiser-X 79: A touch of glass

I am back in action working on Cruiser-X 79. The next level is once again based in space. I wanted to make another ice-themed level for this game. I loaded up level 6's map in Charpad V2, and created a brand new map from it before adjusting the character sets to make a rough design.

Well, Level 14 is still ice themed, but this time round, it is based in space, rather than inside the original base. I wanted to make some glass windows for the base, so that it looks as if it is some kind of glass-ice base. Also I adjusted some of the background charsets to make the base look slightly different. Yet again some more deadly obstacles with an incentive have been added. This time the obstacles/full blockade is a further distance than the shield. It is up to the player to pick up the shield and try to fly over the blockade otherwise the player will die.

After completing my rough design of the game map and altered the character graphics. I went onto working some music. This time, I decided to do a spacey themed tune. It is still up-tempo, but quite moody. In some parts of the tune, there is one part which reminds me of the theme tune to the 1980s TV show, Street Hawk. But of course the music in the game is definitely not that.

After finishing the music I exported all of the charset, tiles and map data into the project source code, and then compiled and run a new D64 with level 14 added. I am very pleased with how the music turned out during play of the game build. As for the game graphics, it is just temporary until they have been given the magic touch by Saul.



There are only 2 more levels for me to design before I go back to the game code and make some minor improvements. The project is shaping up really well. I am confident that this game will be finished and released some time this year.

Thursday, 14 July 2022

Cruiser-X 79 - Ultra Violet

 Wow, there has been quite a delay since I last did my last level design on Cruiser-X 79. Well, it was due to working between other game projects. I had the PONG jam, also Alf Yngve's Captain Ishtar project (Which is nearing to completion). Finally a secret game project I was working on for an upcoming covermount for Zzap! 64. Unfortunately the game project has been very problematic so close to the deadline. 

Anyway, moving on forward to Cruiser-X 79. This time it is level 12. It is also the return of the vegetation zone, but this time, I called it "Ultra Violet". This is because the game uses an ultra violet blue scheme instead of green. The idea sounds quite weird but the colour scheme has actually turned out quite good. Also yet again, the music for the game is trance music, similar to the style of level 5. I have added less walls for this level, as the enemies for this stage are getting quite harder and faster.





Saturday, 28 May 2022

Cruiser-X 79: Let's Rock !!!

Wow, am I really on to level 9 already? You betcha :). After completing level 8 last week. I worked on with designing level 9 on Thursday. I thought that for level 9, it would be nice to add a some new theme to the game. So an idea had come into my mind. The first half of the levels have been quite simple and involved shooting aliens and flying through bases, and hoping to avoid the enemy bases highest points.

Well, level 9's idea is similar to the first few levels, but I came up with an idea to implement even more deadly background. So that the player can easily crash into deadly terrain like rocks or similar - unless the player is carrying a protective shield (simply by hovering over the 'S' tiles). I started the level where there power ups are in place at the start of the game. Then I designed some of the background to make it look a bit like rocky terrain. It sort of uses some of the base's background character sets, and the deadly high building. I painted the blocks a little to make the deadly terrain look a bit like rocks. 

Although the graphics data that was being used for level 9 was based on level 4's Bubble World. This time round, I didn't want the bases to be bubbles based. I also didn't want the space background to become bubbles either. Instead, I chose to edit those character sets and turn those into steel saw disks. The colour scheme for the level are red, grey and light grey. The shoot-able blocks and other bits got transformed into different charset objects. After finishing the map and the design layout of level 9. I packed up everything ready for the next day.

The next day came, but sadly nothing happened that Friday. I was going to do some more work on the project on Friday, which was to work on some game music for the project. Sadly I felt unwell to be productive. Maybe tomorrow.

Saturday came by, I loaded up GoatTracker Ultra V1.2.0 to first work on some more in game music for Alf Yngve's Captain Ishtar project. Then I worked on level 9's music. It is sort of a dark, moody and industrial tune, which I felt would suit Level 9 of Cruiser-X 79. The tune is not trance this time (unlike levels 5, 7 and 8). I edited my instruments to make it sound right, then I exported the tune as SID and tested the tune. 

Once I was happy with the music, I exported it to PRG format into the game project's source code. Then I loaded up Charpad, and exported my Level 9 graphics and crunched them with Exomizer. I loaded up the source code, edited the settings and then compiled and built the project and tested the game in cheat mode. It looks pretty good. However, after Saul's magic touch to the graphics, it will look even better.

I am now going to take a short break on the level development of Cruiser-X 79. It is set to continue in about 2-3 week's time, unless theC64 challenge for Retro Programmers Inside's PONG challenge is finished and submitted to the compo. Stay tuned!!

To find out more about my progress with theC64 challenge #7 PONG 50th Anniversary game, please check out the link below:


https://tnd64.blogspot.com/2022/05/thec64-challenge-7-celebrating-50th.html



Wednesday, 25 May 2022

Cruiser-X 79: Lava hard work

 Last weekend I have been working on level 8, which is yet again based in space. However, I wanted to give the game a sort of a hot feeling. That's right. Level 8 is a lava base. I loaded up Charpad. I loaded up the graphics from Level 2. Then I cleared the whole screen and re-drawn the space background. Afterwards I placed in the tiles that formed the enemy base.

The next thing for me to do was to make sure that the level did not look too much like Level 2. So I edited the charset graphics and replaced some of those as new charsets. I tried experimenting with different looks for the enemy base. I decided to try and give it some hot look. I turned a few of the unused chars into plain chars, so that I could create a checkerboard effect. Also I altered the two scrolling charsets to represent the lava, which should parallax scroll with the game scene. A floor mosaic of an invader (with two high pillars) were implemented for the eyes. 

After completing my base, I worked on some music. This time, using the GoatTracker Ultra V1.2.0. Like with level 5, I thought it would be good to do an atmospheric fast thumping trance style tune for that level. I went for a traditional exotic mood inside the sound track. 

After finishing the music I exported all of the graphics data, and also imported the music into the game project source. I loaded up C64Studio and edited the level table and set the colour to match the level. The D64 building batch file got edited Then I compiled the project once more and run it to only load that level (I says level 1 on the status panel, but this is only test mode). The level loaded nicely, and the map turned out quite well.




Like with level 7, I have passed the graphics file to Saul to alter to make it look even more improved. I am very pleased with how things have turned out so far, and there is another level of Cruiser-X 79 (Level 9) I have in mind. It will be slightly easier on the game front, but there are harder aliens to come.


Saturday, 30 April 2022

Cruiser-X 79: Fear the Freeze

 First of all, a quick note to let you know that during may, this project will be paused for a short period of time to make way for my 4K game for the Craptastic 2022 game development competition. It is unknown how long it will take me to write my 4K game. I'm hoping about 2 or 3 weeks or so.

Secondly some fantastic news about my levels. Saul has been working on updating my level designs, and they have been turning out pretty well. I am really pleased with the overall result from levels 2-5 (As level 1 needed nothing updated). Out of all of the levels so far, "Level 5" is my personal favourite.

On Thursday and Friday, I started with designing Level 6 and yesterday I did some more updates to the level and finished making the map. Level 6 is a freezing cold stage in which contains plenty of ice. I used Level 3's graphics data, as there was a nice cube in the space background, which looks pretty good for this level. The colour scheme uses cyan, light blue and white. However, Saul might decide on some different colours. The player ship is cyan, but it still can be seen (thankfully). I wanted to make level 6 harder than level 5, so more deadly background was added.

Today I worked on adding the music and putting the test level together. The music which I have chosen for level 6 is a rendition of one of my trance tracks, Ice Dream, which I originally did for Scene World about 2 years ago. I did a PC remix of the same tune (See: Nucleo448 - Trance Remix) and also in Nucleo 448 as in game music. I liked this composition a lot, so I decided to do another version for Cruiser-X 79. 

The level data got exported as character set, tiles, map and music data. Then crunched through the Exomizer V3.1.1 (in V2 mode). The level table got modified once more. I compiled and run the game into VICE, and played all the way to level 6. Argh, I think I have made the level too difficult with all those big walls, which the player has to avoid. However, I will give those a tweak next time I go back into the game project, and of course before I work on level 7 (unless of cource Saul has done it already). However, I do like the ice-blue theme in that level and the wonderful in game music. 

That's it for now with Cruiser-X 79. The project is now paused for a short term until after my 4K Craptastic Compo 2022 entry is finished and submitted. Then I'll be back onto it.



Friday, 15 April 2022

Cruiser-X 79: Having green fingers

 This week was almost a week that wasn't for Cruiser-X 79. I was using the weekend to make a V1.2 of the SEUCK Title Screen Maker. However, I wanted to improve the utility and created a V1.3. Basically SEUCK Title Screen Maker is a utility that allows you to create a brand new front with a nice logo, with optional hi score table and music in the background without needing to code. Then replaces the old SEUCK title screen with something more colourful. After I thought I was done with V1.2, I replaced it with V1.3 by fixing the music player bug, and SFX missing channel bug. Everything else was working and I was very pleased that it was final.

If you fancy trying out the SEUCK Title Screen Maker V1.3 please check this link below:

https://richard-tnd.itch.io/seuck-title-maker


Anyway, this blog entry is NOT supposed to be about the SEUCK Title Maker. Instead it is about “Cruiser-X 79” and its progress. I had a week's break from it last week, as I felt a bit unwell with a heavy cold. It is more or less the Easter holiday, and I thought I should work on level 5 for the game. I have been thinking about it for some time. So far I had a level based in space, a level inside an enemy base, a diamond world, and also a bubble world. What was in store for level 5? … Vegetation.

Yes, that's right. I wanted to make an inner alien base, which also contains vegetation. Due to the limited number of collision characters. I did not want the vegetation to become a deadly background. Instead, they are background. I also created some brown zig-zags as the main background, rather than space. This is because I want that part of the background to have a static effect while the rest of the background was scrolling over it.

The design of level 5's base is based on the very first level. However there are to be some form of vegetation/plants bordering some parts of the background. The enemy base is also a mixture of green, brown and grey. I also wanted to add some boundaries, in which the player should avoid crashing into. Loads of them in fact. After I scanned through the whole map in Charpad. It took me about a couple of hours, if not more to carefully construct the level. Unlike level 4, the boundaries which the player can crash into are thicker and nastier.

After feeling very happy with the level design. I saved the background graphics and then exported the character set, tile and map data as a raw binary file for compiling and testing in the game. Before I compile and test everything, I decided to work on the music. I loaded up Goat Tracker V2.76 (enhanced version) and I worked on the main in game music. It is a thumping in game trance soundtrack. You can hear the whole tune (without the sound effects) in the video below. I think it fits into the level of this game quite nicely. The music was then imported into the game project source.

I modified the build parameters of the game code and the build batch file. Then I compiled and executed the project and gave the game a test run. The result turned out great.




If level 5 is cool. Wait until I work on Level 6. It's going be a cold themed level that is for sure. For now, enjoy the game play video of level 5 and also the music uninterrupted by SFX.



Wednesday, 14 April 2021

Cruiser-X 79 - April Update #1

14th April 2021  

Previous update was deleted along with the Para Lander DX blog entry. This entry from 3rd April  is what has been remembered from that day.

3rd April 2021

Last time I was dealing with alien patterns. The next task was to put these into levels. I also was setting up the colour settings for each level table. Of course, last time all aliens were put into order of sequence and were being tested.

That week (for this part in the development) I mainly focused on the level alien attack patterns. Instead of all aliens being in sequence 0-40. I setup alien selection tables for each level. The idea was to ensure that each table has a specific level of difficulty. There are 40 different alien tables (some of which are duplicated enemies doing different things). The idea is that the harder faster enemies get used after a few levels. There are 16 levels in total.

Now that all the alien patterns are in place for each level. There is not really much I can do to the game right now. Although I will need to work on doing different tunes for each level of the game. 16 different tunes might be too many to compose, so maybe I do a few tunes and then create a table to load specific music files. Still, that will do for now :)


 



 

Saturday, 27 March 2021

March 2021 Cruiser-X Progress Update #2

 27th March 2021

A couple of weeks ago I had left you with where I last left off. It was mainly based on the power ups based system. Now 2 weeks later, more work gets done. Last week, I finished off fixing the SEUCK Title Screen Maker disk, by fixing a bug in one of the example games (Which wasn't the fault of the title screen maker).

This session was mainly based on level setup. Of course I may not have the level graphics yet for level packing, etc. First I have to set up different sound effects for each bullet type the player carries.



I can still start on setting up the level scheme and enemy selection. Last time I managed to get all enemies to appear in order of sequence. Today I have been making a sequence for level 1 of the game. This is now based on the colour scheme table read, and also the alien selection table (based on levels).

After setting up the level routines, the enemies are able to fire bullets but the bullets do not collide into the player. So in order to fix this, a subroutine is programmed in to read the X, Y co-ordinate range of both sprites, and if inside the collision area. The player will die, unless a shield is in place. Then the player respawns.

Well, that looks good, but not really good enough. When shooting at aliens or shooting destructable background characters, The player should score points. A subroutine reads pointers for the player's score, lives and level. Then it copies it to the score panel on screen. I decided to do it this way this time round, because it is a way to prevent the player cheating by freezing the game with the Action Replay cartridge and editing the score/lives value with the screen editor. I cannot code protection routines, plus I cannot be bothered with those anyway :)

The enemy scoring should be based on the enemy sequence value that is used. I set a new table which creates the new score values for each alien, after it has been shot. The values are based as 1-5. Where 500 points is the maximum score which the player can score. Shooting background and collecting power ups also gives the player some points.So can the activation of the player's smart bomb (Which is triggered with the fire button).

The player's lives indicator also needed to be updated to decrement, and when lives have reached 00, the player will lose the game, and GAME OVER commences. Of course even if I was updating score, lives and level pointers (or restarting the game) I would need to update the score panel via a subroutine.  I am happy that it all seems to be working.

Now on to one final problem. The alien spawn sequence is set based on the chosen level, the enemy bullet can now kill the player, the score panel is working. The final problem for today - the aliens are firing too rapidly. How can that be solved? Simple, before randomly selecting the enemy to shoot a bullet. A delay pointer, and delay expiry counter should be set. Adding one of those makes the enemy fire bullets less rapidly. There is a chance I could make a table like with the scoring table, where I could base the enemy firing rate. That might be some time next weekend. We will have to wait and see. But for now, here's an updated video of my work in progress.




Tuesday, 26 May 2020

Cruiser-X 79 Update

1st May - 26th May 2016

While things have looked very quiet on this project. It doesn't mean that we are not continuing with the game project. In fact, the hardest part of the game code is practically out of the way. There are 16 alien formation tables set up so far, but there's still more to go. For the time being I have decided to leave the additional alien group property tables for the time being and focus on trying to get the main game engine repaired.

The aliens were unable to shoot at the time, and I tried to re-install the alien firing. However because I had deleted a lot of the old code (as I assumed it wasn't necessary) C64Studio processed loads of errors. I looked through the code, and tried to work a way round fixing the error result. Good news is that I managed to find the result. I re-created the enemy firing routine, selected the aliens to fire at random (via a pointer and value selector). If the alien was alive, the pointer and the bullet was out of the screen.

After fixing the alien firing I decided to fiddle about with the front end a little more. I added a flashing effect to the game's title screen. Also a page flip routine was added in order to flip between the front end credits and also the high score table. The result turned out pretty good.

Next the main game. The aliens were originally spawning in sequence. However, I didn't want the alien groups to spawn in order of the values 1 -17, so I setup the level pointers and some custom sequence tables to get the aliens spawning in a chosen value for that particular level. The video below shows you how the feature results during game play.


Update 11/09/2020: I just want to let you know that this game has NOT been cancelled. At the moment, I am stuck in a loop where on the coding side, I cannot really continue until the new set of level graphics come in. This project is therefore currently frozen until further notice.

Wednesday, 6 May 2020

Lockdown and Loaded

13th March - 6th May 2020

Like many of you, I have been stuck indoors in lockdown. While this lock down has been in place I have been very busy on various C64 game projects. I managed to complete a few over the past 2 or 3 months. Since 15th March 2020. Since I suspect you probably be interested in reading about the game projects, rather than lockdown and all of this. Here is the line up.

Nucleo 448

I teamed up with Leonardo Vettori, to help him improve his game Nucleo 447, by giving it a set of in game enhancements. The game was of course renamed Nucleo 448. This game was originally an entry from last year's Official C64 SEUCK Compo 2019 compo. I helped Leonardo ramp this game up to be more playable and fun. With aid of Martin Piper's framework for SEUCK (SEUCK Redux). Nucleo 448 had a new front end presentation power ups (which allowed the player's bullet to fire faster), in game trance music and also enemy fire AI.



Toilet Paper Stacker

I launched a Lockdown fun compo 2020 on CSDB, in which people could enter the compo and submit either a game, demo or graphics. Music was ruled out of the compo, because there was already a music compo in place. Toilet Paper Stacker was one of these stacker type of games, with a funny theme based on past events. The idea of the game was to stack over sized toilet roll on to a cabinet so that it breaks and kill the virus.




Zzapped in the Butt

Craptastic 2020 was launched earlier on this year. Zzapped in the Butt (Guess where the name ZZapped came from ;)) is a retro style space shoot 'em up. A mother ship is waiting to invade planet Earth, but cannot enter the Earth's atmosphere. So instead, it sends out various aliens to help invade the planet. The ship has to defend its military cities from aliens. The mother ship also decides to attempt to zap your ship in the butt. The game consists of more than 30 levels. Everything crammed into 4K. Expect to see that appear on your C64 in June. :)


Cruiser X-79 (Still in progress)

The vertical scrolling shoot 'em up game project was delayed for some time, but now it has come back in action. New alien movement patterns have been added to the game's code. Not all of the aliens have been put in place, as there are still some more movements in operation. A lot more work has been put into the game project today. Where, I try and restore the alien sprite/sprite collision and do a bit more debugging. Hopefully some time later on this week (or perhaps next week) I should be able to try and restore the game's main game play and get those aliens happy blasting.


All of these games can be found and downloaded from THE NEW DIMENSION for your C64, Ultimate, or theC64

(Except for the latest Cruiser-X 79 preview and Zzapped in the Butt)

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