Browse Source

sprite updates

pixelbath 9 months ago
parent
commit
a80b5dc8a0
6 changed files with 92 additions and 23 deletions
  1. BIN
      megamang/sprites.aseprite
  2. BIN
      miniblast/tilesnsprites.aseprite
  3. 71 0
      shmup/README.md
  4. BIN
      shmup/shmup.aseprite
  5. 21 23
      shmup/shmup.lua
  6. BIN
      shmup/tiles.png

BIN
megamang/sprites.aseprite


BIN
miniblast/tilesnsprites.aseprite


+ 71 - 0
shmup/README.md

@@ -1,13 +1,84 @@
 # Setting
 # Setting
+TBD
 
 
 # World
 # World
 The player progresses from the beginning through different worlds to the center of the enemy empire.
 The player progresses from the beginning through different worlds to the center of the enemy empire.
 
 
 ## Area 1 - Space
 ## Area 1 - Space
+### Boss - Big Core-like
+This boss behaves pretty close to Gradius' Big Core, and looks pretty similar too.
+
 ## Area 2 - Enemy Defensive Front
 ## Area 2 - Enemy Defensive Front
+### Boss - Mothership
+Basically a bigger Big Core, using mostly the same tileset. Has mounted turrets.
+
 ## Area 3 - Enemy Staging Area
 ## Area 3 - Enemy Staging Area
 ## Area 4 - Enemy Home Base
 ## Area 4 - Enemy Home Base
 ## Area 5 - Core
 ## Area 5 - Core
 
 
 # Guns - Lots of guns
 # Guns - Lots of guns
+## Red Fire
+* Level 1: This is the normal gun you start with.
+* Level 2: Spread shot forward and upward.
+* Level 3: Spread shot forward, upward, downward.
+
+## Blue Laser
+* Level 1: Small laser, consecutive enemy hits diminish power by 1/2
+* Level 2: Medium laser, consecutive enemy hits diminish power by 1/4
+* Level 3: Screen-filling laser, full power full all hits
+
+## Green things
+* Level 1: Single shot that moves toward one enemy
+* Level 2: Double shot that moves toward two enemies
+* Level 3: Double shot, but tramples through enemies
+
+
+Roguelite done right?
+Start powerful - enemies are powerful, but so is the player
+Increase replayability by strong gameplay loop, make player look forward to next run
+
+
+
+# Other various shmup stuff
+
+## Sideline for DOS
+3-button
+
+Fire - autofire
+Bomb
+Change gunpods
+    Forward
+    Backward
+    Front/back
+    Follow movement
+    Circle
+        pods fire erratically
+
+3 sec. invulnerability on player start
+
+shield - 3 hits, invulnerable after hit
+Shots
+    normal pea shooter
+    Grey
+        90 degrees toward an enemy, even backward
+    Missile
+Options
+
+
+Shoot
+
+Change
+
+
+https://shmups.system11.org/viewtopic.php?f=5&t=65435
+
+## Raiden
+* no speedups, is slow
+* fast bullets
+* enemies pop out of nowhere
+* shots lead you
+* hidden enemies with side scroll
+
+## In The Hunt
+basically Metal Slug: Submarine
 
 

BIN
shmup/shmup.aseprite


+ 21 - 23
shmup/shmup.lua

@@ -24,12 +24,6 @@ local player = {
 	gunpods={},
 	gunpods={},
 }
 }
 
 
-local grad_palettes = {
-	{ 1, 2, 3, 4, 12 },
-	{ 7, 6, 5, 4, 12 },
-	{ 8, 9, 10, 11, 12 },
-}
-
 local enemies = {}
 local enemies = {}
 
 
 function add_enemy(en_type, xpos, ypos)
 function add_enemy(en_type, xpos, ypos)
@@ -44,22 +38,6 @@ function mod(a, b)
 	return math.floor(a-(math.floor(a/b)*b))
 	return math.floor(a-(math.floor(a/b)*b))
 end
 end
 
 
-function draw_gradient(xpos, ypos, width, height, startindex, gradient)
-	local idx = startindex or 1
-	local grad = gradient or 1
-	local band_w = width / 5 --# of colors in each gradient
-	local cur_band = 0
-	for i=0,width-1 do
-		if cur_band >= band_w then
-			idx = idx + 1
-			cur_band = 0
-		end
-		cur_band = cur_band + 1
-		if idx > 5 then idx = 1 end
-		line(xpos + i, ypos, xpos + i - height, ypos + height, grad_palettes[grad][idx])
-	end
-end
-
 -- TODO: various types
 -- TODO: various types
 function add_bullet()
 function add_bullet()
 	sfx(0, 'D-6', 10, 0, 11, 4)
 	sfx(0, 'D-6', 10, 0, 11, 4)
@@ -193,6 +171,13 @@ function handle_input()
 	end
 	end
 end
 end
 
 
+function check_aabb(x1, y1, w1, h1, x2, y2, w2, h2)
+	return x1 < x2+w2 and
+	x2 < x1+w1 and
+	y1 < y2+h2 and
+	y2 < y1+h1
+end
+
 function TIC()
 function TIC()
 	handle_input()
 	handle_input()
 
 
@@ -207,7 +192,6 @@ function TIC()
 	draw_player()
 	draw_player()
 	draw_bullets()
 	draw_bullets()
 
 
-	draw_gradient(10, 40, 10, 5, mod(t/3, 5) + 1, player.gun_type)
 
 
 	dbg("type:"..tostring(player.gun_type), 0)
 	dbg("type:"..tostring(player.gun_type), 0)
 	dbg(tostring(player.fire_held), 1)
 	dbg(tostring(player.fire_held), 1)
@@ -229,12 +213,26 @@ end
 -- 005:000000000022000002332eef23dd31f0231ddddd0fe1eee00022000000000000
 -- 005:000000000022000002332eef23dd31f0231ddddd0fe1eee00022000000000000
 -- 006:000000000022000002dd2000231ddddd23e1eeee02ee20000022000000000000
 -- 006:000000000022000002dd2000231ddddd23e1eeee02ee20000022000000000000
 -- 007:0000000000de00000f1ddddd2341eee02344320002331ee00f1eeddd00000000
 -- 007:0000000000de00000f1ddddd2341eee02344320002331ee00f1eeddd00000000
+-- 008:000000000000000000000000aa99aabb99aabbaa000000000000000000000000
 -- 016:dccefeed0ddddefa0fcccc8acf9deededfbbcddd0000bcdd00008ccc00000dd0
 -- 016:dccefeed0ddddefa0fcccc8acf9deededfbbcddd0000bcdd00008ccc00000dd0
 -- 017:d00000009eedd000aaaaeecc9aa9dccdddcccdf0ccd00000d000000000000000
 -- 017:d00000009eedd000aaaaeecc9aa9dccdddcccdf0ccd00000d000000000000000
 -- 018:0000000000000880000889ab08899abc000889ab000008800000000000000000
 -- 018:0000000000000880000889ab08899abc000889ab000008800000000000000000
+-- 019:0ee000dcedce0deeecde0eaa0eeeaa98000a98880eea8888eea98888dea88888
+-- 020:0ee000dcedbe0deeebde0eaa0eeeaa98000a98880eea8888eea98888dea88888
+-- 021:0ee000dcedce0deeecde0e550eee44ff0004ffff0ee4ffffee5fffffde5fffff
+-- 022:0022220002223320122344321223443212223322112222210112221000111100
+-- 023:00aaaa000aaabb609aabccba9aabccba9aaabbaa99aaaaa9099aaa9000999900
+-- 024:0066660006665560766544567665445676665566776666670776667000777700
+-- 025:00bccb000ab00ba00ab000000abccb0000bccba000000ba00ab00ba000bccb00
+-- 026:0000000023200232233cc332233cc332230cc032230000322300003200000000
 -- 032:ecdf00000edddf0000edddc00bbcfeeddcc99feeee8888880bc99f99000bfeee
 -- 032:ecdf00000edddf0000edddc00bbcfeeddcc99feeee8888880bc99f99000bfeee
 -- 033:000000000000000009aa0000cdc99e00eeedddcc88888eef9eeeedd0df000000
 -- 033:000000000000000009aa0000cdc99e00eeedddcc88888eef9eeeedd0df000000
 -- 034:00000000000000000000089a000089ab0000089a000000000000000000000000
 -- 034:00000000000000000000089a000089ab0000089a000000000000000000000000
+-- 035:0ee000dcedce0deeecde0e330eee3321000321110ee31111ee321111de311111
+-- 036:0ee000dced3e0deee3de0e330eee3321000321110ee31111ee321111de311111
+-- 037:00cccc000cccccc0c000000c0000000000000000000000000000000000000000
+-- 038:000000000000000000ccccc00ccccccc0ccccccc00ccccc00000000000000000
+-- 039:00000000000000000000000000000000c000000c0cccccc000cccc0000000000
 -- 050:00000000000099a000889abb8889accc00889abb000099a00000000000000000
 -- 050:00000000000099a000889abb8889accc00889abb000099a00000000000000000
 -- </SPRITES>
 -- </SPRITES>
 
 

BIN
shmup/tiles.png