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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsBootleg Demakes [FINISHED]The Black And White Plane
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PenguinHat
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« on: August 07, 2008, 02:54:21 AM »

The Black And White Plane

I am demaking Ikaruga to an Atari-ish thing. I'm not being super adhesive to the Atari hardware, but it should look alright. I doubt it will win, but it's always good to enter.

So far, I have player movement, player firing, player colour change and most boring enemy handling and scoring code done.

Still have to add lives, continues, and the charge missile. And some levels, but at this state is should be easy to add new enemy types and a timeline for the levels.

Edit:I have demade Ikaruga to an Atari-ish thing. It is not being even vaguely adhesive to the Atari hardware, but it looks like it is. It is done! Never did go with the charge missile, but the rest is there.

I doubt it will win, but it's always good to enter.







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« Last Edit: August 31, 2008, 12:35:29 PM by PenguinSeph » Logged
Ishi
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« Reply #1 on: August 07, 2008, 03:56:34 AM »

I hope it'll have zillions of bullets! Smiley
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« Reply #2 on: August 07, 2008, 04:08:31 AM »

I hope it has flickering.
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« Reply #3 on: August 07, 2008, 06:01:15 AM »

Haha, awesome name.
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« Reply #4 on: August 07, 2008, 07:15:07 AM »

I hope it has flickering.
AFAIK early atari hardware didn't flicker. Gentleman
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« Reply #5 on: August 07, 2008, 11:47:07 AM »

I hope it has flickering.
AFAIK early atari hardware didn't flicker. Gentleman
Flicker wasn't a function of the hardware but had to be done manually in the code as a workaround for drawing too many sprites at once.   Earliest documented example is the 2600 port of Joust.
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PenguinHat
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« Reply #6 on: August 07, 2008, 12:05:33 PM »

I hope it has flickering.
AFAIK early atari hardware didn't flicker. Gentleman
Flicker wasn't a function of the hardware but had to be done manually in the code as a workaround for drawing too many sprites at once.   Earliest documented example is the 2600 port of Joust.
While we are on the topic, how many sprites could the 2600 support? Does anyone know?
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« Reply #7 on: August 07, 2008, 12:31:58 PM »

I hope it has flickering.
AFAIK early atari hardware didn't flicker. Gentleman
Flicker wasn't a function of the hardware but had to be done manually in the code as a workaround for drawing too many sprites at once.   Earliest documented example is the 2600 port of Joust.
While we are on the topic, how many sprites could the 2600 support? Does anyone know?
3 per scanline.  If they aren't all moving then possibly more.  5 one pixel missile sprites
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« Reply #8 on: August 07, 2008, 12:37:06 PM »

The Atari is ridiculously limited. I seriously doubt you'll be able to demake Ikaruga with its limitations in mind. It also has some weird limitations and coding rules
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« Reply #9 on: August 07, 2008, 02:33:03 PM »

Haha, awesome name.
Black and White Plain Game.
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PenguinHat
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« Reply #10 on: August 07, 2008, 03:31:17 PM »

The Atari is ridiculously limited. I seriously doubt you'll be able to demake Ikaruga with its limitations in mind. It also has some weird limitations and coding rules
I've just checked, and I have to agree.

I know I should have checked before I excitedly opened up GM like an eager puppy and started, but still. I could always just forget the limits and keep making it as is (which doesn't really seem in spirit of the compo), or quickly change it to a NES demake or something.

You would think that I would have learned at some point not to do stupid things like that.
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« Reply #11 on: August 07, 2008, 04:29:12 PM »

You could pretend that you are developing on a special Atari console that has less limits. You know, bootleg your own console as well as game.
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« Reply #12 on: August 07, 2008, 07:01:13 PM »

there are a shitton of weird consoles that bootleg parts of other consoles together, its not much of a stretch to think this might be for one of them.
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« Reply #13 on: August 08, 2008, 12:35:25 AM »

You could pretend that you are developing on a special Atari console that has less limits. You know, bootleg your own console as well as game.

yeah - just say the game cart has some extra ram in it and a superfx chip variant thingu  Wink
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« Reply #14 on: August 08, 2008, 01:20:44 AM »

It is a one-chip Atari but it does have extra chips. For magic tricks.
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PenguinHat
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« Reply #15 on: August 08, 2008, 04:41:07 AM »

You could pretend that you are developing on a special Atari console that has less limits. You know, bootleg your own console as well as game.

yeah - just say the game cart has some extra ram in it and a superfx chip variant thingu  Wink
Even that would be stretching it.

Unless I build in a 1/3 chance of the "console" bursting into flames or something.

Edit:In fact, that could be interesting. If the action gets too intense, the temperatures of the console gets higher. If it gets too high, the console bursts into flames, causing an instant game over. So the player has to manage both the game and the heat of the console. It could be a trainwreck, but even if it is, it will be glorious.
« Last Edit: August 08, 2008, 04:54:11 AM by PenguinSeph » Logged
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« Reply #16 on: August 08, 2008, 05:30:25 AM »

Interesting idea, it'd put a lot more emphasis on the bullet-eating to keep the console from melting.
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« Reply #17 on: August 08, 2008, 07:06:57 AM »

Most of the entries won't be that strict anyways.
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« Reply #18 on: August 08, 2008, 12:42:09 PM »

Most of the entries won't be that strict anyways.
I hope not, because I'm pretty much done, and it's not even vaguely using sprite limits. I'm not sure that it's still technically a demake at all anymore, but whatever. Even if I get disqualified, as least I made something.

After a quick prototype, I decided not to go with the overheating console idea. It was near impossible for the player to control it.

I'm going for a loop system, where it's basically a loop of all the most memorable bits from the first 3 levels of Ikaruga, and when you get to the end, it loops, but faster. If I have time, I'll add bits from the rest of Ikaruga as well.

Also, have some screenshots:

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« Reply #19 on: August 08, 2008, 12:59:32 PM »

Ok, this looks seriously cool.


Is it super hard?
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