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Cart #rtype-1 | 2021-10-09 | Code ▽ | Embed ▽ | No License
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After months of hard work, here is the release version of Irem’s R-Type* pico-8 port, featuring the first 3 stages in a 32kb cart, which I think is pretty good considering the PC-Engine port featured 4 stages in a 256kb hu-card.

In addition, there are:

  • 28 enemies with most attack patterns and weapon replicated (albeit simplified)
  • 3 force types with 2 levels of power
  • 60 fps action with huge arcade-style graphics
  • Awesome 5 tracks soundtrack by the great @dhostin (YouryKiki) based on Masato Ishizaki's original score

Hope you enjoy it and please, give me some feedback on performance, especially on lower-end machines.

TheRoboZ

Version 1.1 Released, changes:

  • auto-fire if you hold down (🅾️), see instructions. thanks @dw817
  • fixed shooting/sounds after death, thanks @Felice
  • fixed problems with music cues/checkpoint restarting and enemy removal(stage 3 mainly) after player death
  • fixed missiles not resetting after player death, thanks to @extar and his awesome let's play
  • fixed excessive beam damage due to being stuck in some situation where a bg tile was behind an enemy (first and third bosses as seen in @extar 's video

Instructions:

❎ button to shoot, hold to charge the beam
🅾️ to detach/recall the force sphere. (hold to auto-fire. after a while auto-firing will detach the force so be careful!) The force can be positioned in front and behind, has 3 powers up levels and can be used defensively too, absorbing the small enemy bullets.

(I strongly suggest to play with keyboard or pad as on the phone it might be a bit harder)

What's new if you played the demo:

  • All bug fixed, tweaked enemy shooting and placement making it more faithful to arcade and a bit easier to play.
  • Stage 3, ending, stage selector and cheat mode (invincibility)
  • A lot of graphic improvements and additions.
  • Sfx more similar to original arcade

What’s missing compared to the arcade (mainly down to token limit):

  • "Option bits" power up (little spheres flying above and/below the ship)
  • proper game/over - continue screen.
  • The pow-capsule enemy doesn't land/walk or collide with background tiles
  • No high score tables/name entry
  • No 1-up

Development Notes:

The idea for this came as a way to expand and improve the background graphic system of my previous Masters of the Universe game with scrolling, meanwhile implementing more functionality in picodraw as explained here.
I am pretty satisfied with the technical results and picodraw now evolved a lot with the addition of cloning groups and sprite support. Programming the game was a fun “old times” experience since I had no idea how the original worked and had to keep playing on M.a.M.E. trying to understand enemies patterns, but got a bit tedious at time, while fighting token limits to implement them, specially near the end.

Thank you

The following contributions taught me some incredible techniques that allowed me to complete the game

@sparr/ @Felice for their fillp extension that allows object coordinates fill patters, without this I wouldn’t even have tried as the jittering was really annoying,

@freds72/ @paranoidcactus for their Journey to poom article
showing me the invaluable “properties factory” function that I adapted to my needs and saved me at least 3 times when I overshot token limits

@ElGregos for his snake tweetcart, showing me a simple way to implement a more complex movement for the second boss

Without the above, the game would have been way more limited

*R-Type is a side-scrolling shoot'em up game, and the first game in the series. It was originally released in July 1987 by Irem for the Arcades, with ports to home consoles and computers in the following years.

P#98070 2021-10-01 02:28 ( Edited 2021-10-09 03:00)

:: dw817

I remember when you started and posted your demo 6-months ago from today, I was suitably impressed then. Even more so now that you have completed it.

Obviously gold star work. Unfortunately it is a painful reminder to show me just how far my gaming reflexes have fallen in this day and time.

If maybe there was an option for auto-fire - I think there was a 3rd button in the original arcade game that did so. Maybe make it optional in the beginning game menu to have auto-fire for those who have played and never plan to use the standard power-up shot for anything.

[ ] Standard shooting, powers up when held
[ ] Auto-fire, rapidfire when held

P#98071 2021-10-01 02:48

I think I can add an auto-fire option in a future update (already planned after the next release of pico8 because I saw new stuff in the release notes that could help reclaim some tokens)

P#98076 2021-10-01 08:19
:: phil

Absolutely incredible! Amazing piece of coding. Have a star - I wish I could give more.

P#98077 2021-10-01 08:29

Awesome! 👾

P#98079 2021-10-01 11:53

This is great! Very nice Pico 8 - Port!

P#98081 2021-10-01 12:27
:: Felice

Nice port!

Not sure if it's something you had to overlook because of tokens, but I notice after I die I can still keep firing and hearing "pew pew pew" even though nothing happens.

P#98085 2021-10-01 14:11 ( Edited 2021-10-01 14:11)

Excellent work (and very good job with the music!)

Happy to have indirectly contributed :]

P#98090 2021-10-01 15:33

@Felice yeah this is one of the rough shortcuts I had to take for token reasons, but I might clean it up in a future update

P#98116 2021-10-02 07:27

Version 1.1 Released, changes:

  • auto-fire if you hold down (🅾️), see instructions. thanks @dw817
  • fixed shooting/sounds after death, thanks @Felice
  • fixed problems with music cues/checkpoint restarting and enemy removal(stage 3 mainly) after player death
  • fixed missiles not resetting after player death, thanks to @extar and his awesome let's play
  • fixed excessive beam damage due to being stuck in some situation where a bg tile was behind an enemy (first and third bosses as seen in @extar 's video
P#98414 2021-10-09 02:38 ( Edited 2021-10-09 02:39)
:: dw817

Auto-fire. Delicious. I noticed that when you hold (O) however the indestructible ball is also launched every time. If there was a way to have it held until two conditions take place.

  1. (O) is not held or touched.
  2. (O) is tapped or held.

Then launch the ball and do not launch it if just caught and (O) is held down.

P#98416 2021-10-09 02:56
1

@dw817 for now there aren't enough tokens to change it. I think I can fix it when the new pico version will be out.

P#98417 2021-10-09 03:02 ( Edited 2021-10-09 03:02)

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