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Turrican port
Finally getting this to playable stage...
http://www.xebug.com/t11.html (30k)
Cursors for movement, space for fire.
This is just a small test level, there will be a lot more to the final game, depends how much I can squeeze into flash. It's now getting to be a little slow on my machine, so any feedback on the framerate would be appreciated.
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Looks really smooth here! Very nice! 32 fps (2Gh P4 - 256 ram)
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Wow!
A copperlist in Flash, I'm won over already !
One of the most impressive things I've seen for a long while, really cool.
The slowest I got was 22fps but for the most part it was 24-27 ( 800mhz Duron, 128meg ).
Squize.
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wow. couldn´t read the fps but it runs very fast and smooth on my 500MHz/256MB windows machine. great. ;)
k. ;)
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it looks cool ^^
just one thing to change/fix: if you fire a lot at the same time, the first bullets are removed... it's not dramatic but i noticed it as soon as i began to fire.
good work so far!
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smooth and fast beyond belief! stop spamming a flash board with your java applets!!!
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nice...how's the mapping done on this? is it one big graphic like marmottes stuff? or scripted tiles?
thanks
j.
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Really nice game :D .. 32 fps on my p3 1000mhz .. good work.
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Thanx for the comments. Good to see it's working well.
JMP909: The level is one big graphic, with a layer for foreground tiles, a layer for background tiles and a layer for baddies. I haven't tried scripted tiles yet, but I think they'd be a headache, especially for designing levels.
MARMOTTE: You can't have more than 3 shots on the screen at any one time, so it just replaces the first one when you fire the fourth. I will fix this though...
MBENNEY: Wish I knew Java..... prefer flash, though.
SQUIZE: A copperlist? that's one of those amiga coding tricks to cycle colours, if I remember rightly. The original turrican used one for the backdrop, this is just a scrolling gradient, though.
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very smooth. especially like the "bridge effect".
gives me 30fps when just running. 23 when firing and about 20 when enemy movement occurs.
problems. could you have the character stay more towards the middle of the screen?! maybe perpetually scrolling the screen!?
and. if you jump on a platform from just below the character is sometimes propelled high into the air. as if he´s performing another jump action, without landing first and resetting the values?!
it´s pretty hard to recreate. you have to hit the platform while still moving upwards. it´s a minor thing, but something that has bugged me to no end on personal projects.
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awesome! very, very, smooth.
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This is great. It reminds me of a Metroid/X-men(the sega version) type game. It ran 30-32 fps for me on a 850Mhz AMD Athlon, 128 megs, processor III. I like the graphics exspecially and the code for the ai is smooth as dirt. Good luck on this project. Remember lots of soda and no sleep gets the game done faster, The professional way. Hehehe.
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Very smooth. Tile based? I like the graphics as well. Good job overall, keep up the good work.
-Tyler
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wow
This is looking fantastic, keep at it!
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fps....
Hey,
I got Steady 32 fps. Cable, P4 1.8 Ghz, 256 Mb RAM
Its looking NICE!!!!!!!!!! :)
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Hey man nice work! Realy like it! Graphics are nice, and the enine is very smooth and fast. Only gripe i have is i wish my character was more centerred on the screen (this was mentioned before). Was kinda anoying shooting monsters 1 inch from the screen edge :P But great start!
El_Y:j3
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On a G3 iMac, I got 32 fps all the time. Fastest Flash game I've ever seen (well, my game H2O is faster :D). How did you do it.