Commit Graph

102 Commits

Author SHA1 Message Date
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 ead2a7d874
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Sep 2 14:45:56 2024 -0700

    fix remaining `vulcan`-family bug

commit 571412b15e
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Sep 2 14:15:56 2024 -0700

    fix chasey xl offsets

commit 907bd8318c
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 7170552448
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Sep 2 13:41:42 2024 -0700

    first three waves of bug fixes

commit 01ab6d3969
Author: Kistaro Windrider <kistaro@gmail.com>
Date:   Mon Sep 2 12:59:49 2024 -0700

    maybe the rest of the refactor?

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

    partial refactor continued

commit a4658e3ef4
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
59738d0376
use constraints to make chasey chase; now it is not wiggly 2024-08-16 19:48:44 -07:00
f736f50870
port improvements to autobrake_test too, excluding the weird calc_targets thing 2024-08-16 19:37:43 -07:00
ccb897af24
fix calculation 2024-08-16 19:37:05 -07:00
c130f4cf52
actually invoke calc_targets 2024-08-16 19:25:10 -07:00
cf48497432
ymin and ymax for player 2024-08-16 19:23:20 -07:00
9dc36a95ee
port ship constraints logic 2024-08-16 19:20:30 -07:00
d33d7ad6d1
xmax constraint -- imperfect but good enough 2024-07-27 18:49:48 -07:00
00678f97fd
Fix brake location calculation; was applying it to the wrong spot. 2024-07-27 17:47:29 -07:00
8fa98e3132
handle undershot and ok cases 2024-01-28 01:33:25 -08:00
5d2dafa64c
I am baffled I never noticed this before 2024-01-27 13:25:47 -08:00
bd61ca2639
remove spark stub, not worth it in the test 2024-01-20 11:52:41 -08:00
54426be303
now it actually works! 2024-01-14 20:06:09 -08:00
84a803b828
fixed it! mostly 2024-01-14 20:02:45 -08:00
a4ed50d9e2
okay now i fucked it up differently 2024-01-14 19:59:51 -08:00
a1df463a16
braking distance and visualization. bad calculation
the visualization is really helpful for showing me that I fucked up my math
2024-01-14 19:57:22 -08:00
d0a17488d0
pull out calc_velocity
also prepare constraints to change color based on whether it changed the requested thrust
2024-01-14 19:33:57 -08:00
aa25f87c46
Full debug diagnostics display for autobrake_test 2024-01-14 19:03:34 -08:00
edbde8e689
ship mover, no constraint yet 2024-01-14 18:21:10 -08:00
5b668cf9c9
empty template for autobrake test cart 2024-01-12 11:14:54 -08:00
34af172ca5
Add code-of-conduct 2023-12-30 12:50:18 -08:00
4804402f32
fix search-and-replace damage from a while back
a batch change from ship to self broke the thing that kept the player on
the screen. also spawn_goodie got missed in the migration to `_ENV` for
looking up stuff by name.
2023-12-24 21:39:52 -08:00