That HUD looks awesome dude! Keep up the good work!
I've updated to Beta 2, which now is almost a full CE port of the game as it was on the 83+/84+ (sans a few minor features, and proper enemy sprites).
Whilst a lot of the changes are bug fixes or porting little things across, the screenshot below shows the updated "air ducts", which are now 2x2 tiles, you can walk around the edge of them (but don't fall in!), and then how the CE handles the "power out" type effect on Episode I Level 11.
The download link is the same as before.
Whilst a lot of the changes are bug fixes or porting little things across, the screenshot below shows the updated "air ducts", which are now 2x2 tiles, you can walk around the edge of them (but don't fall in!), and then how the CE handles the "power out" type effect on Episode I Level 11.
The download link is the same as before.
elfprince13 wrote:
Well this brings back a lot of nostalgia!
Did you play the Amiga original back in the day? Or just nostalgia from the 83/83+ versions?
Seeing as the "porting" part is mostly done now, I've started working on the new campaign, Episode III: Impact. This campaign will have 30 levels with multiple paths through to the finish (ala Alien Breed: Tower Assault). There are 7 potential routes, which will take you through between 11-14 levels depending on the path you take.
Below shows an early draft of part of the first level, where you've crash landed outside a base that has been overrun by the aliens.
A few more things have been done..
- Added the land mine trap in outdoor areas for Episode III
- Implemented basic floor tile randomisation that applies when levels are loaded
- Simple laser turret enemy for outdoor areas
- Tileset for the "Civilian Tower" areas now done
- 2 player co-op (same calc, no linkplay) now ported across to the CE
I hope to have another beta update in the next week or so
- Added the land mine trap in outdoor areas for Episode III
- Implemented basic floor tile randomisation that applies when levels are loaded
- Simple laser turret enemy for outdoor areas
- Tileset for the "Civilian Tower" areas now done
- 2 player co-op (same calc, no linkplay) now ported across to the CE
I hope to have another beta update in the next week or so
JamesV wrote:
elfprince13 wrote:
Well this brings back a lot of nostalgia!
Did you play the Amiga original back in the day? Or just nostalgia from the 83/83+ versions?I killed a lot of time in math class with ABIV on my 84+SE
Looking great and very polished, as usual. I'm really liking the art of the game, and the speed is very impressive as well.
That fading effect never gets old, either.
That fading effect never gets old, either.
Past projects: HailStorm CE | Contagion CE | HUE CE | VYSION CE || Current projects: VYSION 2 CE | Crossroads CE
Appreciate the encouragement, thanks all
I'll have a 3rd beta release ready in a couple of days, but in the meantime, here's a preview of the tileset for the Military Tower levels..
I'll have a 3rd beta release ready in a couple of days, but in the meantime, here's a preview of the tileset for the Military Tower levels..
TIny_Hacker wrote:
That is looking really great! I can't wait to give it a try! Keep up the good work
Wait no longer! The 3rd beta can be downloaded here
I'm adding in an additional 20 achievements in v3.0.0 (bringing the total number of achievements to 45). Below is the full list. Bonus points if you want to work out the many references in the names, they're not very subtle
There are also 6 new "cheat" passcodes that will be revealed in the Episode III epilogue, so there are now 16 cheat codes that all have varying effects on the game (eg. disable wall clipping, no enemies, fast enemies, reversed direction controls, etc.)
Also the Security Guard enemy from ABIV has been reimplemented.
There are also 6 new "cheat" passcodes that will be revealed in the Episode III epilogue, so there are now 16 cheat codes that all have varying effects on the game (eg. disable wall clipping, no enemies, fast enemies, reversed direction controls, etc.)
Also the Security Guard enemy from ABIV has been reimplemented.
The rest of the tilesets are now complete (Stores, Science and Main Tower areas respectively in the screenshot below. Also in the Main Tower video you can see the new cloaked enemy if you look closely. They won't be super common but will show up late in the game as the difficulty ramps up.
Most of the levels are roughed out now, but I still need to do the event scripting to make them properly playable.
Most of the levels are roughed out now, but I still need to do the event scripting to make them properly playable.
KMisthebomb wrote:
the cloaked enemy is really cool
I agree with KMisthebomb! It's looking awesome, and I can't wait to try it out! Keep up the awesome work as always!
All 30 levels for Episode III are built, so I'm getting into the home stretch now with testing, bug fixing, and finishing off small things I haven't done yet, etc.
Once of those things is proper enemy sprites, but I'm working on that now. Below you can see the new Xeno sprite (of which there are a few variations).
Once of those things is proper enemy sprites, but I'm working on that now. Below you can see the new Xeno sprite (of which there are a few variations).
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