123 Commits

Author SHA1 Message Date
58da8e6dc3
fix hokey pokey menu
the menu eases in, the menu eases out, the menu eases in and you shake it all about
2025-01-20 18:02:50 -08:00
8ff0732cbc
draw rearm pane; exit behavior is broken
Nil transparency has screwed me over; I am uploading this version as
an illustrative example
2025-01-20 17:43:21 -08:00
c88e7c0657
I really wish Lua had real classes rather than forcing you to assemble it yourself 2025-01-20 17:09:47 -08:00
ff3552bc45
fix unit error for xp frame logic 2025-01-20 17:02:02 -08:00
2dcb95b0cd
menu prototype 2025-01-20 16:59:57 -08:00
87451bbd3a
incomplete start to porting ui 2025-01-12 22:58:20 -08:00
89a42e6c8b
improve xp gem art 2025-01-12 21:51:32 -08:00
e2be11a2da
fix order of magnitude error in XP logic 2025-01-12 21:47:11 -08:00
175099d778
make maxval work better near p8 precision limits 2024-12-29 23:44:39 -08:00
33fede4ed8
update comment about off-by-1 error 2024-12-29 23:41:47 -08:00
afa1f22170
go back to 0x0.0001 increments for xp
I foresee the 32K limit being a bigger problem than the math in vertmeter, although I will probably need to go patch vertmeter up too
2024-12-29 23:39:56 -08:00
78b200272e
fix shield crash 2024-12-29 23:33:45 -08:00
42ac2abc20
groundwork for full mode switching 2024-12-29 23:26:48 -08:00
c55ea000fd
whoosh animation when level up pending 2024-12-28 19:56:42 -08:00
2c1ad0a0b3
drop xp gems 2024-12-28 19:27:54 -08:00
e0b784ce7d
clean up, run at 60 fps
now the bounce animation feels like it takes too long, trying to fix it
2024-12-26 17:43:04 -08:00
e1a70cc6fc
dark blue, not dark gray, for pane bg 2024-12-26 17:16:48 -08:00
cbdf2a27cd
fast quadratic exit feels better 2024-12-26 17:05:55 -08:00
caaf848722
fixed it 2024-12-26 16:59:43 -08:00
25f58d5cce
messed up entry animation but it's a start
* wrong Y positions for everything
* both directions are "enter"
2024-12-26 16:19:52 -08:00
c15ec61494
partial prototype of object-oriented drawing and entry 2024-12-26 12:32:31 -08:00
7ff5cf97ad
functioning prototype 2024-12-24 19:23:14 -08:00
f761d1a172
prototype for REARM screen UI 2024-12-24 19:04:07 -08:00
98f56328a6
off by 1 2024-12-24 18:10:48 -08:00
93792c36c9
sketch for possible REARM ui blank 2024-12-24 18:10:17 -08:00
d799947c46
it would hlep if I actually removed the old text 2024-12-24 15:06:18 -08:00
f3a84573e6
remove readme from .p8 into a separate .md file 2024-12-24 15:04:23 -08:00
1a7bc7094e
HP/XP labels look much better and correctly-associated now 2024-10-27 13:16:37 -07:00
39d53c45aa
xp and hp brighter and closer to meters 2024-09-07 16:36:30 -07:00
5870c129eb
staggered "xp", "hp" labels in UI 2024-09-07 16:33:58 -07:00
68863280f3
stagger the bars 2024-09-07 16:17:38 -07:00
3f7c4f59c0
stretch meter area 2024-09-07 16:15:00 -07:00
804eb62ae7
p is now x in ui
"x" looks pretty bad with a drop shadow! will tweak soon anyway
2024-09-07 16:07:40 -07:00
303148876d
Remove power mechanics. Replace with XP stub.
Also a few random comments and cleanups along the way.
2024-09-07 16:04:01 -07:00
b379e47dbf
bonus shield powerup
mostly to test whether redistributing the shield and health meters works
2024-09-02 15:22:33 -07:00
4ca3913637
it's still tyrian-like so update last_tyrianlike 2024-09-02 15:09:27 -07:00
f9ba59d992
refactor mknew
saves tokens, harder to forget to use it
2024-09-02 15:08:58 -07:00
dd143060ac
squash: refactor bullets to remove enemy flag
commit ead2a7d8744480ac2c08a241ef1a8a621554dd0b
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Sep 2 14:45:56 2024 -0700

    fix remaining `vulcan`-family bug

commit 571412b15e11c85dc54c4e38d527842746129ea4
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Sep 2 14:15:56 2024 -0700

    fix chasey xl offsets

commit 907bd8318c6d3d50d28ef824ae582c43278d3148
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Sep 2 14:12:35 2024 -0700

    several more fixes, now runs to the end but shot offset is wrong

commit 71705524484e47b834be98047d0038c53c9ab486
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Sep 2 13:41:42 2024 -0700

    first three waves of bug fixes

commit 01ab6d39691d1d55755b61d47bd050b508210254
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Sep 2 12:59:49 2024 -0700

    maybe the rest of the refactor?

commit 7869192dee4bf796cba7c4ed1a45a1cbc5aa6b56
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Tue Aug 20 01:21:13 2024 -0700

    partial refactor continued

commit a4658e3ef41cc5c9a79d3f207914147e5b07c2c7
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Aug 19 16:00:16 2024 -0700

    halfway through bullet refactor
2024-09-02 14:46:51 -07:00
60b685d94b
save a copy of vacuum_gambit.p8 as last_tyrianlike
next step is to pick a real direction -- MMBN-like (+STS-like) or
Survivors-like -- and adapt to match. I am likely to completely remove
the energy system and use permanent autofire, freeing both fire buttons
for more interesting tasks. It loses the opportunity to create a dynamic
around baiting an enemy to keep shooting so its shields don't recover,
but I don't think it loses a lot else.

Either energy management needs to become really important and the game
becomes strategic and tactical, or it needs to be a non-issue and it is
an arcade game. Tyrian itself did not make the energy system interesting
and it was just a tax, so making it interesting would be doing something
new. But I think it's a kind of "interesting" that almost nobody would
adopt unless I go _very hard_ into creating a tactical/strategic shmup.
A shmup that is actually a strange kind of RTS sounds... really cool,
actually, but I'm not at all confident I could design it.

Removing energy entirely gives us a button _and_ a meter back, which
can be used for XP (Survivors-like) or rearm time (MMBN-like).
2024-08-18 15:04:17 -07:00
cc1e7ea5b7
surive at 0hp and adjust hp values to match
Instead of doing a special case for 1HP, 0HP is survivable, ships die
at negative HP instead. all ship health is adjusted to match, assuming
the weakest shot is 0.5hp, which is currently true. the "real" game will
totally rebalance all ships and weapons anyway.

we're getting close to when I have to stop dawdling and implement the
real game, the engine is _there._
2024-08-18 14:57:29 -07:00
6b8efe3438
fix HP-only mode
it was showing the bar intended as the warning that there's no HP
under the shield. but I tried it and that bar just makes it look like
there *is* a sliver of health, which there isn't. so it's better off
without that in either mode.
2024-08-18 14:49:44 -07:00
c2668cefea
handle 0 shield and 1 max HP cases 2024-08-18 14:40:11 -07:00
eebd84544b
one hit comment now shows correct value to use
some guns do less than one damage per shot (vulcan gun does 0.5), so
Instant Death Mode needs to max at 0x0.0001, the smallest nonzero value
in Pico-8's fixed-point numeric type.

One Hit Mode is just a comment for now, but I've been uncommenting it
to test it. Note that replacing the health meter with a "!" is triggered
by max HP + max shield <= 1 because 1 hp shows an empty bar.

this needs some more special cases for low-HP ships with active shields.
2024-08-18 01:57:53 -07:00
965fc0d688
major rebalances
10s generator is too slow -- 10 seconds ago is an eternity in a shmup
and a player who has stopped firing should recover much faster. The
generator's max capacity is much lower and shield cost has been
rebalanced to match.

The Protron is much more expensive to fire, it was previously just
easy mode.

Shields now recover faster _once they start recovering_ (every second
if energy is available) but getting hit causes a "penalty cooldown"
that is much longer than the standard recovery interval. This behavior
is taken from Halo and basically every modern FPS that came after it;
it's unlike Tyrian, which had consistent shield recovery behavior.
But I think Halo's rule plays much better.
2024-08-18 01:46:39 -07:00
cc3ed20f76
fix overshield 2024-08-18 01:29:27 -07:00
fa0cff1ffc
one hit mode, fix vertmeter
full height meters overflowed p8num range
2024-08-18 01:28:12 -07:00
4f8b861cdb
okay I special cased it 2024-08-18 01:14:05 -07:00
5dc259c094
the Secret Hit Point: you have 1hp when the meter is empty
this won't work if your maxhp is 1, will need to special case that
2024-08-18 01:13:25 -07:00
51629376f2
adjust HUD
Health and shields now share one bar. one hit point is (about) the same
size in each. There is an indicator splitting the two categories of HP.
2024-08-18 01:10:20 -07:00
c5e49740c4
reorganize UI 2024-08-17 23:22:42 -07:00