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#1 |
Registered User
Join Date: Apr 2021
Location: Germany
Posts: 97
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Hyperborea Resurrected - real bullet hell for stock A1200
Some years ago Torben B. Larsen from Cope-Com, the graphician and designer of titles like Hybris and Battle Squadron, and I decided to team up to make a new shmup. I quickly came up with some prototype code and Torben drew quite a lot of gfx for the first level. Unfortunately real life kicked in and so the project went into hibernation - until recently. My nephew Tom had to do a two weeks school internship and he had asked me if he can do it at my place. Sure thing ![]() Of course I wanted to show him how to code games for the Amiga. Hm, well, Souverän Soccer wasn't well suited for that task - much too complex and big and everything. Eventually I decided to resurrect Torbens and mine project "Hyperborea" ![]() The internship began end of october and some days before I had written down a new design plan for that game. I trashed everything of the old code and started from scratch. Well, not exactly. Some helper functions from Souverän Soccer were copied over, of course ![]() When the internship ended we had an intro-screen, main menu, highscore management, a scrolling tilemap, music, explosions, players and player-weapons. And Tom knows quite a lot about sprites, blitter, registers, multiplexing and bug-hunting ![]() Anyway, the next ~ 4 weeks I spent tweaking and adding all the missing parts. And this is the result: A real bullet hell / danmaku style shmup for stock A1200 and compatibles.
Status: technically pretty much complete. Torben is on board again and tomorrow I'll tell him how the new engine works and what that means for his artwork. I think he'll be quite happy to hear that the strict color limitations of the old version are gone ![]() The game is mostly done in C++ with maybe 10% asm. The video shows the current test-level with some enemies and many many bullets on my A1200 with the turbocard / fastram deactivated. [ Show youtube player ] Like if you like ![]() Cheers and happy xmas in advance, Daytona675x p.s.: yes, Souverän is being worked on too ![]() Last edited by Daytona675x; 22 December 2023 at 06:50. |
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#2 |
mä vaan
Join Date: Nov 2001
Location: Finland
Posts: 1,686
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Looks nice!
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#3 |
Registered User
Join Date: Sep 2022
Location: Eastbourne
Posts: 1,085
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Looks awesome. If the level design, difficulty curve, extras, collision detection and variety can match the game engine and basic visuals (I'm not asking for much, am I?), we'll be in for a treat. Can't wait to play the result.
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#4 |
Registered User
Join Date: Jan 2023
Location: Toronto
Posts: 419
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Amazing, it's ironic that we were just having a discussion about the most objects on screen in an Amiga game in another thread and now I see the bullet counter hit the 170's around the 1:00 minute mark here. This might take the crown. It looks awesome, with Reshoot R, Reshoot Proxima 3, Inviyya, Boss Machine and now this we are in shmup heaven these days, can't wait.
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#5 |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,510
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What a gigantic new !!!
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#6 |
Registered User
Join Date: Aug 2011
Location: Omnicorp
Age: 45
Posts: 5,896
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WoW thats impressive
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#7 |
Zone Friend
Join Date: Mar 2004
Location: Middle Earth
Age: 40
Posts: 2,129
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Amazing, if the source code and gfx of that was slapped on a Amiga magazine in December 1992...
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#8 |
Puttymoon inhabitant
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AmigaBill will be blown off, he LOVES this type of games!
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#9 |
Registered User
Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 1,862
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Technically that looks gorgeous
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#10 |
Registered User
Join Date: Nov 2015
Location: Italy
Posts: 192
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Is collision detection for all the bullets active/executed (and just "ignored" for some) in the video?
How much frame time does it take? Is it using the point vs rectangle (insead of rectangle vs rectangle) trick? (google: "contra collision detection") |
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#11 |
Registered User
Join Date: Dec 2016
Location: Warsaw area
Posts: 153
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Looks super good!
I'm a huge fan of bullethell shmups. Can't wait to play it. |
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#12 |
Registered User
Join Date: Apr 2021
Location: Germany
Posts: 97
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@all
Thanks guys. @aros-sg For the video I activated invincible mode for the players. Simply because it was hard enough to hold the mobile phone in one hand and to somehow move the ship around with the Competition in the other ![]() The collision detection is almost a NOP, it takes no measurable frame time at all. As with all decent Danmaku games (which happens to be pretty much the only type of game I play regularly), only a tiny dot in your ship's center is vulnerable. It's just a matter of detecting a pixel change at that point after drawing certain types of objects, that's it ![]() |
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#13 |
Registered User
Join Date: Dec 2019
Location: Ur, Atlantis
Posts: 2,055
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It's amazing that old pros are still coming back to Amiga
![]() The art & motion look fabulous - kinda makes me wish it wasn't a danmaku, since these games are just too much for my old, frazzled brain (even with tiny hitbox). Still, looks like it will be a blast, even if I only last half a level. |
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#14 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 769
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WoW !
A new AGA shoot'em up ![]() Looks promising ! |
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#15 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,369
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great! I don't know how you manage so many objects on screen on bare A1200. When I ported Xevious it started crawling at 64 relatively small objects, using dual playfield (so only 4 bitplanes) and FMODE=3...
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#16 |
Junior Member
Join Date: Sep 2001
Location: No(R)Way
Age: 42
Posts: 3,228
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Amazing !!
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#17 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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Amazing effort, Daniel....
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#18 |
www.resistance.no
Join Date: Jun 2008
Location: Norway
Age: 43
Posts: 204
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Looks sweet.
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#19 |
MI clan prevails
Join Date: Jul 2010
Location: Belgrade, Serbia
Posts: 1,443
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Great stuff
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#20 |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 410
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