In the making: Arukanoido – an Arkanoid clone

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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

arukanoido.demo.1647.zip
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Faster again. m(
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Re: In the making: Arukanoido – an Arkanoid clone

Post by beamrider »

works great on real hardware. buttery smooth.

I was able to enter my hi-score with paddles.

nit-picking - but could you de-bounce the fire button for entering a letter as it easily enters two letters when you only wanted one.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

beamrider wrote: Sat Feb 24, 2024 5:11 am nit-picking - but could you de-bounce the fire button for entering a letter as it easily enters two letters when you only wanted one.
Core is not bug free, I'm not hearing. ;)
arukanoido.demo.1651.zip
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Maybe it is now… EDIT: nope.

We planned to bring on keyboard input. 8)
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Re: In the making: Arukanoido – an Arkanoid clone

Post by tokra »

pixel wrote: Sat Feb 24, 2024 6:48 am We planned to bring on keyboard input. 8)
I never understood why most Arcade-conversions go to the trouble of emulating the annoying high-score input by joystick which is just done this way on the Arcade-machines because they have no keyboard. By the way: Is the high-score table saved to disk?
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

tokra wrote: Sat Feb 24, 2024 7:06 am
pixel wrote: Sat Feb 24, 2024 6:48 am We planned to bring on keyboard input. 8)
I never understood why most Arcade-conversions go to the trouble of emulating the annoying high-score input by joystick which is just done this way on the Arcade-machines because they have no keyboard. By the way: Is the high-score table saved to disk?
Probably because they bombed the KERNAL area. Wouldn't want to deal with that ATVM either. ;)
tokra wrote: Sat Feb 24, 2024 7:06 am By the way: Is the high-score table saved to disk?
A level editor would also be lovely. ;) Sounds like too much overhead to a fed up coder.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

Saving to disk would require a file selection, wouldn't it? I have no experience with saving scores.
arkchar.png
Charset in action. (Press C in game on NTSC.)
Last edited by pixel on Sat Feb 24, 2024 10:37 am, edited 1 time in total.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by tokra »

pixel wrote: Sat Feb 24, 2024 10:06 am Saving to disk would require a file selection, wouldn't it? I have no experience with saving scores.
Not really. If you alyways use the same filename like "hiscore", you could just load it in on startup (from last used device = $ba) and delete and save it under the same name after a player entered their name. Would not work for tape or cartridge that way, though.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by beamrider »

pixel wrote: Sat Feb 24, 2024 9:09 am A level editor would also be lovely. ;) Sounds like too much overhead to a fed up coder.
Yeah, personally I think a high-score saving or keyboard input is a luxury I can easily live without. Much prefer to see it released sooner.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

beamrider wrote: Sat Feb 24, 2024 5:17 pm Yeah, personally I think a high-score saving or keyboard input is a luxury I can easily live without. Much prefer to see it released sooner.
But… but… I can barely stop test-playing it anyway! :/
arukanoido.demo.1658.zip
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These tape files load at 5536 bits/s (PAL). Sadly not the right thing for durable releases. Am not having top equipment, so I'm impressed this works with all the wobbling and IRQ jittering. (I'm also too lazy to do the math.) AFAIR that's close to the point where the tape read low-pass filter is kicking in for good. In the end that means that a bit rate below 3kbit/s should be pretty safe (if recorded with something better than a c2n).
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

arukanoido.demo.1667.zip
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There's temptation to just plug in all levels, put the repo back online and to bugger off. The sensible part of the rest of my mind screams: "No tapes!".
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

Made it to round 12. 8) Sometimes one can see blocks just disappearing. That's the only bug left I can spot. The game is too slow at times which can be fixed. Didn't feel like ~15 minutes really.

copei.de/arukanoido1666.webm
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

arukanoido.demo.1680.zip
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The game play seems to be sorted with this one. It's fast but not (really) unfair. It's just like the original. Everyone knows it, no-one ever got through it. Obstacles are 100pts now.
For the love of novelty this version of the tape loader takes the apex at 6kbit/s but I do not understand how the timing works.
Screens now also fade in and out which might show as flicker in your emulator. Very cheap special effect.

EDIT: Probably for the best if an established distributor would go for a physical release.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

arkcharsdoh.png
That is the maximum charset trouble. About 96 chars aren't even used.

I have to write it before I need an emergency dialysis: this game does not look like a piece of art.
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Re: In the making: Arukanoido – an Arkanoid clone

Post by pixel »

arukanoido.demo.1688.zip
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No mo Vaus/ball color clashes.

EDIT: small bug fixes
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Re: In the making: Arukanoido – an Arkanoid clone

Post by beamrider »

nice, didn't notice the clash before but still plays smooth.

i don't much care for the flashing before a screen is shown. Even on a CRT it didn't look pleasing to my eyes. Reminded me of having a loose video cable :)
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