2 Commits ca0b806c03 ... a80b5dc8a0

Author SHA1 Message Date
  pixelbath a80b5dc8a0 sprite updates 9 months ago
  pixelbath 412438fdfc remove coyote time until jumping is fixed 9 months ago

BIN
megamang/sprites.aseprite


+ 2 - 15
miniblast/miniblaster.lua

@@ -19,7 +19,6 @@ walls={
 }
 
 config={
-	coyote_time=3,
 	jump_spd=2.2,
 	walk_spd=1.0,
 	slide_spd=2.0,
@@ -40,7 +39,6 @@ player={
 	dir=0, -- 0=horizontal, 1=diagonal, 2=vertical
 	slide_timer=-1,
 	bullets={},
-	coyote_timer=-1,
 }
 
 debug={
@@ -77,11 +75,8 @@ function debug:draw()
 		line(player.x+4, player.y+4, dx, dy, 1)
 	end
 	
-
-	local mapx = player.x // 8
-	local mapy = player.y // 8
 	debug:print("player: "..player.x..", "..player.y)
-	debug:print("map: "..mapx..", "..mapy..": "..mget(mapx, mapy))
+	debug:print("vy: "..tostring(player.vy))
 
 	-- controller
 	local cont_x, cont_y = 2, 110
@@ -146,7 +141,7 @@ function player:update()
 	else
 		-- jump
 		if btn(4) then
-			if (player.coyote_timer > 0 or player.vy==0) and not player.is_jmp then
+			if player.vy == 0 and not player.is_jmp then
 				player.vy = -config.jump_spd
 				player.is_wlk = 0
 				player.is_jmp = true
@@ -190,13 +185,6 @@ function player:update()
 		-- gravity, terminal velocity
 		player.vy = math.min(6.0, player.vy + 0.12)
 		player.spr = player.j_spr
-		if not player.is_jmp and player.coyote_timer == -1 then
-			player.coyote_timer = config.coyote_time
-		elseif player.coyote_timer == 0 then
-			-- do nothing
-		else
-			player.coyote_timer = player.coyote_timer - 1
-		end
     end
 
 
@@ -228,7 +216,6 @@ function player:update()
 				player.spr = 256
 			end
 		end
-		player.coyote_timer = -1
 	end
 
 	-- bulletsch

BIN
miniblast/tilesnsprites.aseprite


+ 71 - 0
shmup/README.md

@@ -1,13 +1,84 @@
 # Setting
+TBD
 
 # World
 The player progresses from the beginning through different worlds to the center of the enemy empire.
 
 ## 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
+### Boss - Mothership
+Basically a bigger Big Core, using mostly the same tileset. Has mounted turrets.
+
 ## Area 3 - Enemy Staging Area
 ## Area 4 - Enemy Home Base
 ## Area 5 - Core
 
 # 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={},
 }
 
-local grad_palettes = {
-	{ 1, 2, 3, 4, 12 },
-	{ 7, 6, 5, 4, 12 },
-	{ 8, 9, 10, 11, 12 },
-}
-
 local enemies = {}
 
 function add_enemy(en_type, xpos, ypos)
@@ -44,22 +38,6 @@ function mod(a, b)
 	return math.floor(a-(math.floor(a/b)*b))
 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
 function add_bullet()
 	sfx(0, 'D-6', 10, 0, 11, 4)
@@ -193,6 +171,13 @@ function handle_input()
 	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()
 	handle_input()
 
@@ -207,7 +192,6 @@ function TIC()
 	draw_player()
 	draw_bullets()
 
-	draw_gradient(10, 40, 10, 5, mod(t/3, 5) + 1, player.gun_type)
 
 	dbg("type:"..tostring(player.gun_type), 0)
 	dbg(tostring(player.fire_held), 1)
@@ -229,12 +213,26 @@ end
 -- 005:000000000022000002332eef23dd31f0231ddddd0fe1eee00022000000000000
 -- 006:000000000022000002dd2000231ddddd23e1eeee02ee20000022000000000000
 -- 007:0000000000de00000f1ddddd2341eee02344320002331ee00f1eeddd00000000
+-- 008:000000000000000000000000aa99aabb99aabbaa000000000000000000000000
 -- 016:dccefeed0ddddefa0fcccc8acf9deededfbbcddd0000bcdd00008ccc00000dd0
 -- 017:d00000009eedd000aaaaeecc9aa9dccdddcccdf0ccd00000d000000000000000
 -- 018:0000000000000880000889ab08899abc000889ab000008800000000000000000
+-- 019:0ee000dcedce0deeecde0eaa0eeeaa98000a98880eea8888eea98888dea88888
+-- 020:0ee000dcedbe0deeebde0eaa0eeeaa98000a98880eea8888eea98888dea88888
+-- 021:0ee000dcedce0deeecde0e550eee44ff0004ffff0ee4ffffee5fffffde5fffff
+-- 022:0022220002223320122344321223443212223322112222210112221000111100
+-- 023:00aaaa000aaabb609aabccba9aabccba9aaabbaa99aaaaa9099aaa9000999900
+-- 024:0066660006665560766544567665445676665566776666670776667000777700
+-- 025:00bccb000ab00ba00ab000000abccb0000bccba000000ba00ab00ba000bccb00
+-- 026:0000000023200232233cc332233cc332230cc032230000322300003200000000
 -- 032:ecdf00000edddf0000edddc00bbcfeeddcc99feeee8888880bc99f99000bfeee
 -- 033:000000000000000009aa0000cdc99e00eeedddcc88888eef9eeeedd0df000000
 -- 034:00000000000000000000089a000089ab0000089a000000000000000000000000
+-- 035:0ee000dcedce0deeecde0e330eee3321000321110ee31111ee321111de311111
+-- 036:0ee000dced3e0deee3de0e330eee3321000321110ee31111ee321111de311111
+-- 037:00cccc000cccccc0c000000c0000000000000000000000000000000000000000
+-- 038:000000000000000000ccccc00ccccccc0ccccccc00ccccc00000000000000000
+-- 039:00000000000000000000000000000000c000000c0cccccc000cccc0000000000
 -- 050:00000000000099a000889abb8889accc00889abb000099a00000000000000000
 -- </SPRITES>
 

BIN
shmup/tiles.png