|
Post by trumisery on Apr 17, 2022 17:09:48 GMT
I've been working on sprites/graphics here and there in my free time (and not a lot of free time I might add)... don't have anything solid to go with at the moment, but am curious... what is the better scroll for a SHMUP?
Vertical or Horizontal? I have personally enjoyed both, but also from a programming aspect, is there a preference? Is one style easier to program than the other?
Also... Is the PC Engine/TurboGrafx able to handle a bullet hell style game or will there be too much flicker/slowdown/graphical errors?
|
|
|
Post by dshadoff on Apr 17, 2022 17:21:47 GMT
If you choose a horizontal type, I think the possibility of sprite-per-line overflow flickering is higher, so if that is a concern, I would suggest vertical.
|
|
lunoka
Gun-headed
Diving into retrodev
Posts: 55
Homebrew skills: art, music
Fave PCE Shooter: Burning angels
Fave PCE Platformer: Ninja Spirit
Fave PCE Game Overall: Valis 3
Fave PCE RPG: Neutopia
|
Post by lunoka on Apr 17, 2022 18:13:14 GMT
the PC engine has a 64 sprite hardware limit ( 128 if you choose a supergrafx format ) so I think it will be very difficult to produce a bullet hell type in a modern way. You may focus on easier patterns but with a decent speed to regain some challenge. Personally, I'm working on a horizontal shooter demo with Aero Blasters , Thunderforce 3 and Gaiares as references.
|
|
touko
Punkic Cyborg
Posts: 106
|
Post by touko on Apr 17, 2022 18:16:26 GMT
Actualy i'am coding a caravan shooter for SGX and my engine handle up to 650 collision tests / frame without any slowdowns .Of course this game is coded in full ASM,so don't worry about that .
Like dshadoff said, if you want to push many sprites on screen, i think a vertical one is better to avoid sprites flickering,the difficulty between the both is the same, critical/difficult parts are collision detections and ennemy waves .
|
|
|
Post by trumisery on Apr 17, 2022 18:34:16 GMT
Thanks for the information.
I really haven't decided if I want to go the route of bullet hell (though if possible, I think the pce/tg16 needs some of these) or a traditional shooter...
|
|
touko
Punkic Cyborg
Posts: 106
|
Post by touko on Apr 17, 2022 18:49:43 GMT
Some ideas here :
|
|
dogen
Deep Blooper
Posts: 30
|
Post by dogen on Apr 17, 2022 21:15:12 GMT
I think vertical makes bullet tracking more intuitive. And also would reduce the incidence of sprite dropout. the PC engine has a 64 sprite hardware limit ( 128 if you choose a supergrafx format ) so I think it will be very difficult to produce a bullet hell type in a modern way. You may focus on easier patterns but with a decent speed to regain some challenge. Personally, I'm working on a horizontal shooter demo with Aero Blasters , Thunderforce 3 and Gaiares as references. 128 sprites should be enough for an early danmaku style. Maybe you could take advantage of strategic flicker. Recca on famicom flickered like mad.
|
|
|
Post by spenoza on Apr 17, 2022 21:53:51 GMT
If you use flicker management to get over 128 objects on-screen you’ll probably start running into collision calculation issues, especially if your sound engine is heavy-weight.
|
|
dogen
Deep Blooper
Posts: 30
|
Post by dogen on Apr 18, 2022 5:39:48 GMT
If you use flicker management to get over 128 objects on-screen you’ll probably start running into collision calculation issues, especially if your sound engine is heavy-weight. Guy above said he could handle over 600 collisions Plus, again you have at least 4x the CPU power that a famicom game has available. And bigger sprites (vs multi sprites) saves cpu time as well.
|
|
touko
Punkic Cyborg
Posts: 106
|
Post by touko on Apr 18, 2022 10:47:14 GMT
In fact, i could handle way more than 650 tests, but for my game, it's enough .
|
|
|
Post by spenoza on Apr 18, 2022 10:58:42 GMT
I would love to see what you come up with, then.
|
|
touko
Punkic Cyborg
Posts: 106
|
Post by touko on Apr 18, 2022 11:45:28 GMT
I would love to see what you come up with, then. I think i can show something in a few months,when the game will be polished enough, for now the enemy waves are a bit basic and many things must be implemented . some specs : - the game use the hi-res, so 512 pixels wide. - up to 80 sprites on screen, may be more . - up to 25 ennemy sprites, and 20 player's bullets on screen . - It run on SGX hardware .
|
|
pokun
Gun-headed
Posts: 85
Homebrew skills: HuC6280 assembly
|
Post by pokun on Apr 20, 2022 19:38:00 GMT
I don't really have a preference, I like both types of games. Horizontal gives you more view ahead while vertical has less problems with sprites/scanline. Vertical-scrolling arcade games simply flips the monitor in the cabinet so that the screen becomes taller, but the sprites/scanline limitation now applies vertically since scanlines goes vertically instead of horizontally. You can do the same by forcing the player to flip the TV (AKA "tate" mode as in the Japanese word for "vertical"). Not sure if Mednafen support tate mode though, making it annoying to debug.
|
|
|
Post by dshadoff on Apr 20, 2022 21:34:34 GMT
There are no games for PC Engine dedigned in TATE mode, because nobody ever wanted to turn their television on its side...
|
|
pokun
Gun-headed
Posts: 85
Homebrew skills: HuC6280 assembly
|
Post by pokun on Apr 30, 2022 21:57:28 GMT
Of course not, but we are talking homebrew now, you can make anything you want.
|
|