Warhawk DS (HK & Flash's DS Diary)

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Offline headkaze

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Reply #150 on: February 26, 2009, 05:47:32 am
Hey Lobo

Can I be the first to say welcome to the boards! I've been checking out your artwork for Warhawk and I must say I'm very happy with the designs your doing. It's certainly adding a nice touch to the game. Look forward to seeing you around here and hope you enjoy your stay!



Offline flash

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Reply #151 on: February 26, 2009, 07:41:36 am
Lobo has flushed my "turd ships" down the toilet (thank god) and we now have some really sweet Rock Ships :)


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Offline headkaze

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Reply #152 on: February 26, 2009, 10:28:38 am
I know everyone has an opinion but why have rocks with guns? Surely a space ship that size would be 10 times more kick ass than a rock? lol Or maybe it's just me!   ::)

As far as rocks go they look great though. Just never thought of a rock as being a threatening type of enemy. "Oh no look out for the evil rock!" :D



Offline flash

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Reply #153 on: February 26, 2009, 11:06:43 am
Shut up!!! Nemesis did!! :)

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Offline headkaze

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Reply #154 on: February 26, 2009, 12:26:00 pm
Shut up!!! Nemesis did!! :)

Keep the bloody rocks then! Sheesh!



Offline BaDToaD

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Reply #155 on: February 26, 2009, 01:18:10 pm
Welcome Lobo.  :)






Offline flash

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Reply #156 on: February 26, 2009, 02:39:27 pm
Did someone say something about "Lobbing Rocks"?

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Offline flash

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Reply #157 on: February 26, 2009, 06:17:31 pm
Having a bit of FUN ??? at the moment...

Decided I was not happy with the alien fire code and that it was not versatile enough! So, had a bit of a rewrite now and this should allow us to do more with it!

Also, Not sure what to do about the (your) fire power?
Initially, you start a level with the ability to fire 4 standard bullets (shot power 1), and from level 4 (in the original) you had the ability to collect a power booster. This increases your rate of fire and ship speed! All very well on the original where 4 aliens was it at a time. Now we can have 64 all firing with degrees of armour.. Himm..
At the moment a powerup doubles your ships speed and allows an autofire of 16 bullets. What I wonder is, what the hell happens on later levels when you lose the power up!?!
My main thought is an "r-type" styled shot for when you have not got the power up? So, hold down fire and release, and you get a shot that travels twice the speed and does double (or more) the damage.
Anyones thoughts on this would be great?


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Offline Lobo

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Reply #158 on: February 26, 2009, 07:50:47 pm
Ah, thanx guys.

Hehe, I do agree about the rock ship, it kinda looks like a potato :D. It is, most likely, one of the weirdest types of enemy ships that I've seen (which didn't come from Japan). I wonder how the others will look like :D.



Offline flash

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Reply #159 on: February 26, 2009, 07:55:17 pm
for each level we have 22 sprites set aside for level use?

I wonder if the colour schemes of each level will perhaps help to Theme it? Ie. We have a level that is really dark and purple - a nightmare level perhaps??? Bat type alien ships etc. Also, really bright Jungley level, with insectoid type aliens??
BadToad has done a really nice "wasp ship" that would fit that?

What are your thoughts Lobo (and others??)

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Offline Lobo

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Reply #160 on: February 26, 2009, 08:01:20 pm
I was thinking of following the colors of the original BUT make them darker as these would be destroyed and obviously the palette is now different so instead of bright purple it will be a dark purple, if you know what I mean.
So, one of those 'green' levels could be jungle like level, maybe with some more organic details where you can fit specific types of enemies. The only thing that bothers me about it is that everything is in space so you cannot really make a coconut tree in there (not literally but it's still limited to 'spacey', blocky stuff) :D.

I do like the idea of nightmare type level, something very bat sharp and almost Transylvania like elements could be put on the level, would be quite fun like that.



Offline flash

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Reply #161 on: February 26, 2009, 08:08:04 pm
you are on my wavelength... :)
The only thing i do not want to do is take it too far away from the original, we have a great template for any shmup if we want to do that! But, I do agree with you.
Darker levels would be great, for the most part - only downside is that lcd screens tend to "muddy" dark colours, so perhaps some highlights here and there to perk it up a bit?
You can have space foliage? well, mossy and viney type stuff "could" work???

One thing i would love to see on a level is the "face on moon" image - Almost like the aliens made the moon one!

Also, You asked about the "wip" base at the end of level 1! This will be on all levels, but it was a wip as i had no idea what size to make it in relation to the boss! Now that I have an idea of the size that the sprite will be, shall I draw a rough outline and let you see what you can do? I am just concerned as this will use tiles (though the wip one does also).

All the best mate! :)

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Offline Lobo

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Reply #162 on: February 26, 2009, 08:13:29 pm
Face on the moon, that sounds quite cool. Take it or leave it..20 tiles worth :D.

Yeah, thinking of stuff like adding something that naturally exists in jungles can't really be applied in space, not that I'm for a total realism but some things just won't work.  So, some kinda..'feeling' of it, like you mentioned foliage, make some tiles with camo and it should be close to the idea, we'll see when we get there.

As for the WIP thing, yes-do it because there are probably enough tiles left anyway (roughly about 40 if Grit is telling the truth :D).



Offline flash

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Reply #163 on: February 26, 2009, 08:17:49 pm
well, er, an "eye" on the moon - 1 tile!!

No, I am sure we can find 20 tiles on a level somewhere??

With the first level, perhaps an industrial feel? Ie. cement. That is what it looks like to me, so???

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Offline Lobo

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Reply #164 on: February 26, 2009, 08:25:23 pm
I was thinking the whole 'face on the moon' thing might take max of 20 tiles but probably even less than that. That said, I can put that face up there where WIP is cause even after my 'sand stuff' attempt there should be enough tiles left. So wanna do that?



Offline flash

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Reply #165 on: February 26, 2009, 08:27:53 pm
We can, on another "golden" level would work? sandy!!

I was joking about the "eye" ;)

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Offline Lobo

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Reply #166 on: February 26, 2009, 08:32:14 pm
Hehe, yeah, the 'eye' in itself can be just one tile actually :).
So the actual face, you want it someplace else, maybe level7?
On level1, I can just make the WIP dirty as the rest of the level?



Offline flash

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Reply #167 on: February 26, 2009, 08:34:31 pm
yeah - i will send the level to you with the "base" idea later if ok?

Level7 is perhaps the best one? I will have a proper look when I get home mate!

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Offline Lobo

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Reply #168 on: February 26, 2009, 08:37:32 pm
Ok, I have to lunch then some work and all that, you send the stuff when you can.
Cheers!



Offline Lobo

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Reply #169 on: February 26, 2009, 09:58:23 pm
How about, before it's toasted, the rock sort of reveals the ship inside?



Offline flash

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Reply #170 on: February 26, 2009, 10:04:27 pm
WOW!!! that is so cool!!!!

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Offline headkaze

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Reply #171 on: February 26, 2009, 10:10:45 pm
That's what I'm talkin bout! Fricken awesome!!  8)
« Last Edit: February 26, 2009, 11:18:01 pm by headkaze »



Offline Sokurah

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Reply #172 on: February 26, 2009, 10:59:26 pm
Quote
I just did a search on "google" for Warhawk DS, and was pleased to see so many articles about it! But... Some comment that this is a release version (or they are hosting one), sadly, a full release of "Warhawk DS" is a way off at the moment and a lot of work is yet to be done.

Games that start without a menu should be clue enough for people, but perhaps you should consider a big fat blinking "DEMO" on the screen during play...just so even the dimmest of people don't think it's an actual finished product.  ;)



Offline flash

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Reply #173 on: February 26, 2009, 11:10:40 pm
I agree :)

but they only say "release", but they really SHOULD say alpha or demo release to make it clear!

but, we cant really complain about publicity........

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Offline Lobo

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Reply #174 on: February 26, 2009, 11:59:45 pm
Oh, hey..howdy Sokurah, how's the piggy business goin?  :P
But, yeah, some 'This is DEMO FOLKS' to blink for like 28 minutes before the game starts..wait, no, news site just copy/paste stuff from each other ('source') so if the first one makes a mistake saying 'Ta-Da-RELEASE!!Warhawk!', you can bet that the others will follow.

However, even better, cause publicity aside, once the final version comes out-even more surprise for the public, you know. So, all good.



Offline Lobo

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Reply #175 on: February 27, 2009, 12:39:00 am
Hmm..if the rock ship can only use the first 16 colors (if that what you were saying), than it won't look like a rock too much as only 2 grays are left and the other colors are quite useless (unless you want a purple rock :D).
However, maybe ship can be like this then, regular and damaged version (as it uses most of the first 16 colors)?




Offline flash

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Reply #176 on: February 27, 2009, 12:45:55 am
Bugger -

They both look bloody amazing!!!

<gasp>

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Offline flash

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Reply #177 on: March 01, 2009, 09:04:54 pm
We now have the start of the boss code...

The boss comes on with the base at the end of the level and will allow itself to be shot until it is destroyed!

It does not explode though and nor does it move!

So, the next stage is to work out fire paterns and a nice movement pattern..

And also add some code for what happens when it is destroyed!

But, the main code is there and works!

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Offline headkaze

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Reply #178 on: March 02, 2009, 06:43:55 am
- Added an interrupt handler so we can handle events such as HBLANK and VBLANK
- Moved main loop into VBLANK interrupt
- Added an fx system with some transitions such as CrossWipe, Fade, Mosaic, Scanline, SineWobble, Spotlight and Wipes



Offline flash

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Reply #179 on: March 03, 2009, 07:22:57 am
Well, we now have moving bosses.
Need to work out a way to add firing patterns and vertical movements based on levels (and perhaps the launching of enemies also)
Also, we now have the addition of animated enemies.


(at the moment, the wobble effect is messed up also - but this will be fixed)

Lobo has done a lot of work on the level graphics and the fruits of his labour will be displayed in a demo soon - thanks Lobo
« Last Edit: March 03, 2009, 07:25:25 am by Flash »

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