Papi Commando - Megadrive Edition - PROJECT DONE !

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Vetea
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Papi Commando - Megadrive Edition - PROJECT DONE !

Post by Vetea » Sun Mar 15, 2015 1:39 pm

Image

! Papi Commando - Megadrive Edition !

Hi all,

Here is my personnal contribution for a PC's Game I make several month ago.
https://www.youtube.com/watch?v=zjAl774HruI
(The game is QB64's made, a powerful quickbasic you probably known.)

You can find it ( and my other games ) on my Website :
http://www.rolango.fr/

I've 43 years old, I'm french and my english is really crap, I'll try to do my best !

For the MD version, I use BEX langage ( Basic & Asm ) you probably known too ...

What's about the BEX conversion ??

Image
The 2 players Mode in progress !

The project is in "Work on progress" for now, but you can play test and play the Demo version with this ROM :
https://dl.dropboxusercontent.com/u/108 ... o%20MD.bin

You play with Papi in several Map and progressive difficulty.
Watch out your munition ! ;)

This is a old stable version, but I actually work for a 2 players Arcade mode as you see in this Video :

https://www.youtube.com/watch?v=95VmYvIMMIY
( 30+ sprites in screen with 2 players mode ! )

The game features :
- IA units gestion ( Pathfinding & Aggro )
- Scrolling plane.
- Fading effect.
- Complete Hitbox engine.
- Score gestion.
- Bonus "Bomb Jack" style for cool bonus in game !
- 2 "Arcade" style players mode !
- The legendary PAPI and his wife Mami Commando !! Very Happy
- Up to 30+ sprites gestion in screen ( even more but slowly .. )
- And many more !


See you soon !
Last edited by Vetea on Mon Jun 29, 2015 4:44 pm, edited 2 times in total.

nolddor
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Post by nolddor » Sun Mar 15, 2015 7:30 pm

Thanks for this demo =)

Vetea
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Post by Vetea » Mon Mar 16, 2015 10:58 am

You're welcome nolddor ! ;)
I hope you enjoy this little Demo !

Today, I work for a generation Map's Engine.
The size map is : 320 x 512 and I manage the VRAM Memory to get 13 tile of 32 x 32 for the stage !

Here is the Base Tile :
Image

It's a base for my work, but I can make many more ( I'm a pixel artist too ... )

And the video demo :
http://youtu.be/QJz1BPqtSu0

( with a little Scrolling. )

For that, I use a DATA like this :

Code: Select all

Map1:
 DATAINT 7,0,0,1,0,0,1,0,6,0 'End
 DATAINT 0,2,2,2,0,0,2,2,2,0
 DATAINT 0,6,0,0,7,0,0,8,0,0
 DATAINT 12,0,0,0,0,0,0,0,0,0
 DATAINT 8,0,1,0,3,5,0,1,0,0
 DATAINT 0,0,1,0,0,0,0,1,0,0
 DATAINT 2,2,2,7,0,0,0,2,2,2
 DATAINT 0,0,0,0,0,0,0,0,0,0
 DATAINT 0,1,0,0,9,0,0,1,0,0
 DATAINT 0,1,6,0,0,0,0,1,0,0
 DATAINT 0,3,4,4,4,4,4,4,5,0
 DATAINT 10,0,0,0,0,0,0,0,0,6
 DATAINT 8,0,0,1,0,0,1,0,11,0
 DATAINT 0,2,2,2,0,0,2,2,2,0
 DATAINT 0,2,0,0,0,0,0,0,2,0
 DATAINT 0,7,0,0,8,0,0,0,0,0 'Start
The Bex listing :

Code: Select all

global A as integer
 global T(200) as integer
 
 '13 tiles de 32x32 : 208 Tiles en mémoire.
 
 loadtiles Decor6,32,160 '0 Terrain neutre
 loadtiles Decor7,32,192 '1 Sac Double
 loadtiles decor8,32,224 '2 Sac Simple
 loadtiles Decor1,32,240 '3 Barbelé droite
 loadtiles decor2,32,256 '4 Barbelé Milieu
 loadtiles decor3,32,272 '5 Barbelé gauche
 loadtiles decor10,32,288 '6 végétation 1
 loadtiles decor11,32,304 '7 végétation 2
 loadtiles decor12,32,320 '8 Végétation 3
 loadtiles decor4,32,336 '9 rocher 1
 loadtiles decor9,32,352 '10 rocher 2
 loadtiles decor13,32,368 '11 Sable 1
 loadtiles decor5,32,384 '12 Sable 2
 
 
Map1:
 DATAINT 7,0,0,1,0,0,1,0,6,0 'End
 DATAINT 0,2,2,2,0,0,2,2,2,0
 DATAINT 0,6,0,0,7,0,0,8,0,0
 DATAINT 12,0,0,0,0,0,0,0,0,0
 DATAINT 8,0,1,0,3,5,0,1,0,0
 DATAINT 0,0,1,0,0,0,0,1,0,0
 DATAINT 2,2,2,7,0,0,0,2,2,2
 DATAINT 0,0,0,0,0,0,0,0,0,0
 DATAINT 0,1,0,0,9,0,0,1,0,0
 DATAINT 0,1,6,0,0,0,0,1,0,0
 DATAINT 0,3,4,4,4,4,4,4,5,0
 DATAINT 10,0,0,0,0,0,0,0,0,6
 DATAINT 8,0,0,1,0,0,1,0,11,0
 DATAINT 0,2,2,2,0,0,2,2,2,0
 DATAINT 0,2,0,0,0,0,0,0,2,0
 DATAINT 0,7,0,0,8,0,0,0,0,0 'Start
 
 palettes pallettedata_decor,1,0,16
 
 setgfxplane Scroll_B
 setscrollplane Scroll_B
 setscrollmode hscroll_overall,vscroll_overall
 
 'Lecture de la Map
 reload Map1
 for i=1 to 160
 readint t(i)
 next
 
 'Init Scroll
 scroll down,224,scroll_b
 
 'Création de la carte 320 x 512
 for i=0 to 15
 for j=0 to 9
 'Compteur
 c++
 if t(c)=0 then drawtilesinc 160+palette(1), 0+(j*4), 0+(i*4), 4, 4
 if t(c)=1 then drawtilesinc 192+palette(1), 0+(j*4), 0+(i*4), 4, 4
 if t(c)=2 then drawtilesinc 224+palette(1), 0+(j*4), 0+(i*4), 4, 4
 if t(c)=3 then drawtilesinc 240+palette(1), 0+(j*4), 0+(i*4), 4, 4
 if t(c)=4 then drawtilesinc 256+palette(1), 0+(j*4), 0+(i*4), 4, 4
 if t(c)=5 then drawtilesinc 272+palette(1), 0+(j*4), 0+(i*4), 4, 4
 if t(c)=6 then drawtilesinc 288+palette(1), 0+(j*4), 0+(i*4), 4, 4
 if t(c)=7 then drawtilesinc 304+palette(1), 0+(j*4), 0+(i*4), 4, 4
 if t(c)=8 then drawtilesinc 320+palette(1), 0+(j*4), 0+(i*4), 4, 4
 if t(c)=9 then drawtilesinc 336+palette(1), 0+(j*4), 0+(i*4), 4, 4
 if t(c)=10 then drawtilesinc 352+palette(1), 0+(j*4), 0+(i*4), 4, 4
 if t(c)=11 then drawtilesinc 368+palette(1), 0+(j*4), 0+(i*4), 4, 4
 if t(c)=12 then drawtilesinc 384+palette(1), 0+(j*4), 0+(i*4), 4, 4
 
 next
 next
 
 
 while 1
 
 if joypad(0).0 then a++
 if joypad(0).1 then a--
 
 
 scroll up,a,scroll_b 
 sleep 2
 wend
 
 
pallettedata_decor:
   DATAINT   $0046,$0046,$0066,$0024,$0068,$0000,$0888,$0ECC
   DATAINT   $0444,$0222,$06A8,$048C,$02A4,$0262,$04AC,$0026
Where Values are the Number of Tiles ... Easy !
I can create a level in a few minutes.

So, for my project, I can use this engine to make some various stage.

See you !

inu
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Post by inu » Mon Mar 16, 2015 12:00 pm

Very early demo or not, it looks quite promising!
Thanks for sharing your work and for bringing it to the Mega Drive!!

Was also going to ask why "Y" turns left instead of left, but now I noticed it was probably me who shouldn't have use a 6 button controller to try it out at such early stage. xD

I'll make sure to keep an eye on the project!

Vetea
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Post by Vetea » Mon Mar 16, 2015 4:41 pm

Thanks inu !
I hope the new version coming soon.
I'll try to involve the game with the 2 players modes and many more funny features. ;)
Stay tuned !

MrTamk1s
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Post by MrTamk1s » Mon Mar 16, 2015 6:10 pm

Hey, welcome to Spritesmind (I'm dat "Tamkis" from the BEX forums). I am really liking what I am seeing so far, keep up the good work!
SGDK homebrew dev and Unity3D Indie dev.
Sega does what Nintendont!

Vetea
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New engine Map in the Project.

Post by Vetea » Mon Mar 16, 2015 11:38 pm

Hey Tamkis, glad to see you here !! ;)

Tonight, I've just put my new map's engine in Papi's Project.
The result is some nice and cool stage as you see :

https://www.youtube.com/watch?v=aMtQ4pe2_Zo

The Hitbox's map isn't done yet.
With this new engine, I can create some new zone challenge, Zombis zone, Boss Zone and more !

See you ! :)

Vetea
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New Hitbox engine.

Post by Vetea » Tue Mar 17, 2015 11:23 am

Hi all,

I've just done the new Hitbox engine between Map's object and sprite.

With this method, I save 50 % Of RAM :
Image

( Before, the Game's RAM used was 10 Ko ! )

Here is a video demo:

https://www.youtube.com/watch?v=hwlVeVcMM-0

See you ! :)

Vetea
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Posts: 98
Joined: Sat Mar 14, 2015 9:38 pm
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Post by Vetea » Wed Mar 18, 2015 1:25 am

Hi all,

Today I've just finished some huge features :
- New IA engine !
- New Map engine !
- New Hitbox engine !
- Code optimisation !
- New fading engine !
- And many more ...


And here is a long play video with this new features :

https://www.youtube.com/watch?v=0DXBdpymyZo

As you see, the game begin to be nice. smiley.png
I manage the RAM memory of the game up to 4,8 Ko only !!
See you !

letoulousain
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Re: New engine Map in the Project.

Post by letoulousain » Thu Mar 19, 2015 1:39 am

Very nice demo !
:D
thanks to Stef SGDK

Vetea
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Post by Vetea » Thu Mar 19, 2015 9:22 am

Hey thanks ToulousainG !! ;)

Today I manage the gestion of Mami when the 2nd players want to start a game :
https://www.youtube.com/watch?v=XBEUsxFGLMs

It's more funny no ?! ;)

EDIT :

Here is the first Mod of the Game : TeamKill !
http://youtu.be/4n12UFTA9ko

Vetea
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Post by Vetea » Fri Mar 27, 2015 10:38 am

Hi all,

Here is a Video Demo of the last work's progress :
https://www.youtube.com/watch?v=fvyGx8VfGug

You can see many improvements :
- New Music
- New Font
- New Map Design
- etc ...


The new ROM coming soon ! ;)

See you !

Morden
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Posts: 33
Joined: Wed Aug 31, 2011 11:30 am

Post by Morden » Fri Mar 27, 2015 5:04 pm

Nice. One suggestion, though. Change "PAPI GAIN" (armor-piercing ammo) to "PAPI GAINED". Same goes for "GAIN X BULLETS". It should read "GAINED".

Vetea
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Post by Vetea » Sat Mar 28, 2015 1:17 pm

Thanks Morden, I fix it ! :)

Vetea
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Post by Vetea » Sun Mar 29, 2015 9:53 pm

Hi all,

This evening I propose you a small video showing you of new animations concerning the death of the enemies ! :)

https://www.youtube.com/watch?v=pB4dhEBaDY0

See you !

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