English Amiga Board


Go Back   English Amiga Board > Main > Amiga scene

 
 
Thread Tools
Old 21 December 2023, 23:46   #1
Daytona675x
Registered User
 
Daytona675x's Avatar
 
Join Date: Apr 2021
Location: Germany
Posts: 97
Cool Hyperborea Resurrected - real AGA bullet hell danmaku WIP

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.
  • 304 x 256 PAL @ 50 fps (almost always )
  • vertical scroller with additional horizontal scrolling (384 pixel wide levels)
  • 1p and 2p simultan mode
  • 100% flicker free bullets and enemies
  • tons of bullets - and I mean it!
  • note: current music is a placeholder from mod archive for now, te-x-mas 6 by xtd / mystic & the grid

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.
Daytona675x is offline  
Old 22 December 2023, 00:05   #2
utri007
mä vaan
 
Join Date: Nov 2001
Location: Finland
Posts: 1,654
Looks nice!
utri007 is offline  
Old 22 December 2023, 00:17   #3
Megalomaniac
Registered User
 
Join Date: Sep 2022
Location: Eastbourne
Posts: 1,008
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.
Megalomaniac is offline  
Old 22 December 2023, 00:25   #4
lionagony
Registered User
 
lionagony's Avatar
 
Join Date: Jan 2023
Location: Toronto
Posts: 385
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.
lionagony is offline  
Old 22 December 2023, 02:35   #5
sokolovic
Registered User
 
sokolovic's Avatar
 
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,432
What a gigantic new !!!
sokolovic is online now  
Old 22 December 2023, 03:12   #6
ransom1122
Registered User
 
ransom1122's Avatar
 
Join Date: Aug 2011
Location: Omnicorp
Age: 45
Posts: 5,816
WoW thats impressive
ransom1122 is offline  
Old 22 December 2023, 04:53   #7
redblade
Zone Friend
 
redblade's Avatar
 
Join Date: Mar 2004
Location: Middle Earth
Age: 40
Posts: 2,127
Amazing, if the source code and gfx of that was slapped on a Amiga magazine in December 1992...
redblade is offline  
Old 22 December 2023, 08:53   #8
Predseda
Puttymoon inhabitant
 
Predseda's Avatar
 
Join Date: Mar 2007
Location: Tromaville
Age: 46
Posts: 7,542
Send a message via ICQ to Predseda
AmigaBill will be blown off, he LOVES this type of games!
Predseda is offline  
Old 22 December 2023, 09:02   #9
Gzegzolka
Registered User
 
Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 1,858
Technically that looks gorgeous I hope that one day we could play it.
Gzegzolka is offline  
Old 22 December 2023, 09:18   #10
aros-sg
Registered User
 
Join Date: Nov 2015
Location: Italy
Posts: 191
Quote:
Originally Posted by Daytona675x View Post
tons of bullets - and I mean it!
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")
aros-sg is offline  
Old 22 December 2023, 09:25   #11
carrion
Registered User
 
carrion's Avatar
 
Join Date: Dec 2016
Location: Warsaw area
Posts: 152
Looks super good!
I'm a huge fan of bullethell shmups. Can't wait to play it.
carrion is offline  
Old 22 December 2023, 09:44   #12
Daytona675x
Registered User
 
Daytona675x's Avatar
 
Join Date: Apr 2021
Location: Germany
Posts: 97
@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
Daytona675x is offline  
Old 22 December 2023, 10:18   #13
dreadnought
Registered User
 
Join Date: Dec 2019
Location: Ur, Atlantis
Posts: 1,910
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.
dreadnought is offline  
Old 22 December 2023, 10:19   #14
DanyPPC
Registered User
 
Join Date: Dec 2016
Location: Italy
Posts: 732
WoW !

A new AGA shoot'em up

Looks promising !
DanyPPC is offline  
Old 22 December 2023, 11:21   #15
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,185
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...
jotd is online now  
Old 22 December 2023, 12:50   #16
kriz
Junior Member
 
kriz's Avatar
 
Join Date: Sep 2001
Location: No(R)Way
Age: 41
Posts: 3,193
Amazing !!
kriz is offline  
Old 22 December 2023, 14:38   #17
Tigerskunk
Inviyya Dude!
 
Tigerskunk's Avatar
 
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,773
Amazing effort, Daniel....
Tigerskunk is offline  
Old 22 December 2023, 15:34   #18
4pLaY
www.resistance.no
 
4pLaY's Avatar
 
Join Date: Jun 2008
Location: Norway
Age: 43
Posts: 201
Looks sweet.
4pLaY is offline  
Old 22 December 2023, 15:52   #19
Lord Aga
MI clan prevails
 
Lord Aga's Avatar
 
Join Date: Jul 2010
Location: Belgrade, Serbia
Posts: 1,443
Great stuff
Lord Aga is offline  
Old 22 December 2023, 16:46   #20
pink^abyss
Registered User
 
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 408
Quote:
Originally Posted by Daytona675x View Post
  • note: current music is a placeholder from mod archive for now
The music was one of the hilights in Hybris and Battle Squadron for me. Brilliant and inspiring for me at that time!
pink^abyss is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Follix - new game for AGA Amigas [WIP] saimo Amiga scene 48 14 June 2023 11:33
ArtPazz - New game for AGA Amigas [WIP] saimo Amiga scene 38 07 June 2023 15:08
What happend to Hyperborea ? Does anybody know ? Torti-the-Smurf support.Games 8 10 December 2022 14:47
Hell Hell Hell why i continue have core dump on qemu-uae! tlosm support.FS-UAE 7 02 January 2019 01:23
[AmigaCD] Code name Hell Squad - .HDF & .LHA (for real Amiga users) DamienD Amiga scene 4 03 October 2017 20:13

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 00:14.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.10222 seconds with 13 queries