Author Topic: A space shooter with some democoding touch....  (Read 6549 times)

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Offline relsoft

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A space shooter with some democoding touch....
« on: September 20, 2009 »
FJ-RX
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Project Data:

Full name:
FJ Resurrection
Current status:

Engine: (99% finished)
Art: (100+% finished)
Music: (100% finished)


Year of planning / development:
2009

Tools of the Trade:
Freebasic / GFXlib 2 for FB /GLFW
BulletRel
PP256 and Gimp as sprite editor

Full credits:
Programming: Richard Eric M. Lope (Relsoft)
Artwork: Adigun A. Polack, Relsoft, Eero Pitkanen
Game concept and design: Relsoft/Adigun A. Polack/Anya Therese B. Lope
Music: VG Music(will credit once I know who)

Credits to:
Eric Cowles(1000101) for some collision base-code.

Download available:
<FreeBASIC version>

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Comments:



Game: FJ-RX  (Frantic Journey Resurrection)
Code: Richard Eric M. Lope BSN, RN (Relsoft)
GFX: Adigun Azikiwie A. Polack (AAP), Eero Pitkanen (eebro), relsoft
Music/SFX: AAP, VGmusic(I'll try to find out who made those nice BGMs and credit them properly on the next release.)
Design: Relsoft, AAP, Anya Therese B. Lope

Latest version could always be donwloaded at:
http://rel.betterwebber.com

Controls(default):
arrow keys
Fire -> fire your main cannon
option -> Change option formation
speed -> temporarily used to get option power-up for now
bomb -> release a bomb which also makes you invincible
start -> to use u credits when you are out if lives
"P" -> pause

* F1 key shows some debug status like FPS, stage number, etc.


Gameplay:

This is a very beta version of the game so don't expect much. 
This game is a cross between gradius, ikaruga and strikers 1945.
You have your "bankaw" laser which behaves like the ikaruga laser.
When you continually press the fire button, your RFG(Rapid Fire Growth) gauge
would fill and your ship would release your laser only when you release the fire
button at full RFG level. Notice that at full RFG your level 3 shots would also
relase a sinwave shot and the gauge would blink as well as a "Bankaw" text at
right side of screen.

Your options have 3 formations and each formation has its own bullet barrage.
 

Enemies right now are few and far between since I haven't coded that many enemies
yet.

All the levels load the same set of enemies for now and there is only one boss. This
would change when I add more enemy types and bosses. I'm also planning to add some 3d
stuff to render some bosses. :*)


Dev menu at the start of screen:

FX levels:
1. Is fastest and should only be used by very slow systems.
2. The default would have full screen per pixel effects.
3. Aside from FX level 2, the boss would be a realtime blob insted of a sprite.


Gamemodes:

Normal => play the game with the keyboard or the joystick.
Replay => is a computer controlled replay of the last game. Notice that the

*Replay is only saved when you kill the boss. Pressing esc at the middle of the
game would not save the replay for that stage.



Sourcecode:

How to compile:

fbc "FJ_RX.bas" "FJ_RX.rc" "Tviper.bas" "Tbomb.bas" "Tbullet.bas" "Tdraw.bas" "Temitter.bas" "Temitter_Tlist.bas" "Tfx.bas" "Tjoystick.bas" "Tkeyboard.bas" "TLevel.bas" "TScreen.bas" "Tspline.bas" "Tsprite.bas" "Tturret.bas" "Tturret_Tlist.bas" "Tvector.bas" "Texplosion.bas" "Tcolllsion.bas" "Tsound.bas" "Trandom.bas" "Tboss.bas" "Tmovement_Tlist.bas" "Tenemy.bas" "Tmovement.bas" "Tfont.bas"


I included the source code for coders who would want to compile this on
other platforms like DOS or Linux.  The only external dependency of this game
is Fmod.DLL which could be disabled by compiling with the NO_SOUND option. See
"Tsound.bi" and unrem the #define NO_SOUND line. Doing that would not include the
DLL and its dependencies.

Right now this is coded in FB 0.20b and intel x86 Assembly so this would only
run on x86 based machines.

I would very much appreciate it if you could test this for bugs and if it would
even compile and run on DOS and Linux.



The future:
This engine is the product of a months work along with 4 typhoons (brownouts) and my failing health.
I don't know. I'm giving this another month of coding since I could very well
finish this in like 2 weeks for as long as my health is fine. Now that I get my
laptop back happy days are here again.  I coded this on a 600 mhz hitachi with a
bad LCD so coding this on my laptop again would make things faster and easier.


relsoft out.  Indefinitely...


Greets to...

Dr. D
v1ctor
Lillo
shockwave
Ryan Da Rhyno
Lachie
Antoni
plasma
badmrbox
all the guys at shmup-dev.com and the2bears.com
all freebasic users and devs.
all the guys at DBFinteractive.com

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Screenshots:



:*)
« Last Edit: September 20, 2009 by relsoft »
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Offline relsoft

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Re: A space shooter with some democoding touch....
« Reply #1 on: September 20, 2009 »
BTW, Nice to see this site back!!! I must admit that this site is like my home on the net.

The engine runs on 8 bit colors so it looks very oldskool. :*(

The first boss (on high fx level is a perturbed spheremapped blob), also used a tunnel effect and an aurora effect on some levels. So this is kind of a game and demo in one. :*)

Great fx on the magnify contests dudes!!!
 
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Offline Jim

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Re: A space shooter with some democoding touch....
« Reply #2 on: September 20, 2009 »
This is good fun!  It gets hard quite quickly, about where the rotating arms can't be shot and the vertical walls come in.
Love the music, reminds me of X-Out and Z-Out.

Jim
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Offline relsoft

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Re: A space shooter with some democoding touch....
« Reply #3 on: September 20, 2009 »
This is good fun!  It gets hard quite quickly, about where the rotating arms can't be shot and the vertical walls come in.
Love the music, reminds me of X-Out and Z-Out.

Jim

The arms can be shot at their ends. 

The music is courtesy of VGmusic that's why they're in midi. :*(  But I like the music tht's why I used them. hehehehehe

Any link for x-out and z-out?

Nice to see you're still here Jim. :*)
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Offline Jim

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Re: A space shooter with some democoding touch....
« Reply #4 on: September 20, 2009 »
They were Amiga games (I think ported from arcade machines, but maybe not)
http://www.youtube.com/watch?v=u3RvCkbxUxk

Jim
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Offline Shockwave

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Re: A space shooter with some democoding touch....
« Reply #5 on: September 20, 2009 »
WTF? I cant download it :*(
Shockwave ^ Codigos
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Offline DrewPee

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Re: A space shooter with some democoding touch....
« Reply #6 on: September 20, 2009 »
Nice work - I love that sort of game!

DrewPee
DrewPee
aka Falcon of The Lost Boyz (Amiga)
Ex-Amiga Coder and Graphic Designer
Administrator of > www.retrocomputermuseum.co.uk

Offline Rbz

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Re: A space shooter with some democoding touch....
« Reply #7 on: September 20, 2009 »
Welcome back relsoft!

This game looks pretty nice   :goodpost:
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Offline Clyde

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Re: A space shooter with some democoding touch....
« Reply #8 on: September 23, 2009 »
@Shockwave: You have to go to the homepage and login / register to download.
X-Out And Z-Out should be over at www.c64.com as a disk image for a c64 emulator.
Still Putting The IT Into Gravy
If Only I Knew Then What I Know Now.

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Offline hellfire

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Re: A space shooter with some democoding touch....
« Reply #9 on: September 23, 2009 »
Great!
The organic shapes remind me of Gynoug, one of my favourite shooters on Sega Megadrive/Genesis.
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Offline benny!

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Re: A space shooter with some democoding touch....
« Reply #10 on: September 23, 2009 »
Really great gameplay. The graphics are really good already.
Maybe some parallax scrolling to give the background
some more depth would be cool,too.

Anyway AWESOME work!
[ mycroBLOG - POUET :: whatever keeps us longing - for another breath of air - is getting rare ]

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