I Can Make That

Nice effort to show what Corona is capable of.

yes

@Horacebury and @everyone,

What classic arcade game uses path following as shown? 

It is a frequently requested ‘how do I make it’ question.

Tip: The enemies move this way.

@roaming. I am old enough to have played this game when it originally came out.

I know they use to dive in Galaxian what I don’t remember is if they use to circle in during Galaxian or the sequel Galaga. Since you are probably younger than me, I think you are probably referring to the sequel: Galaga.

the pattern is reminiscent of galaga, though not how galaga would have done it - galaga was pattern-driven, very little cpu or memory needed.

fe, imagine as a starting point a “pattern language” (think: turtle graphics) where:

L means turn left by 1/32 full rotation

R means turn right by 1/32 full rotation

F means move forward at given speed

assume that multiple opcodes can be packed into a single per-frame command (comma separates them below)

then a “bump out to the right, then descend with a loop, then continue off left” might look roughly like

– go right and forward until facing downward-left

RF,RF,RF,RF,RF,

– continue down downward-left a bit

F,F,F,F,F,F,

– do a full turn-right tight (double turn speed) loop

RRF, (x16)

– again facing down-left, run last command til off screen

F,

same “script” could then be repurposed as mirrored left-hand variant with a bit-inversion for the R/L coding.

(btw, i’m not saying that’s exactly how galaga did it, but something along those lines, just fwiw)

Pretty sure R-Type used one like that. 

@davebollinger,

Right now that path is followed via calculations, but your ‘fixed steps’ is something I’m also considering because of the reasons you mentioned:

  • low cpu impact

  • reflection is easy

also, the discrete path approach also enables:

  • weighted addition and subtraction

  • stitching 

  • scaling

The whole thing is actually pretty fascinating to experiment on.

Yes!

@everyone,

This is looking like it will be a go, but before I start, let me get some additional input from you guys.

Initial Plan

I plan to:

  • Handle each topic/mechanic in a series of bite-sized (5-10 min) videos.
  • Provide one or more executable examples demonstrating topics and sub-topics.
  • Provide a final module and/or sample in some form (may cost a few $)
  • Implement as much code as possible w/o using SSK2, but if I need it I’ll use it (especially: extensions, math2d, …).

Initial Mechanics: Three

  • Galaxian/Galaga Style Pathed Enemy-Movement - Definite and what the video (above) shows.
  • Space Invaders Side-to-Side S-Enemy Movement - Pretty sure unless you guys down vote it.
  • ??? - Help me choose this.

After doing three topics, I’ll evaluate the series and see where it should go from there.

Need Your Input

I need your input on selecting the third mechanic.  It can be any game mechanic as long as it meets these criteria.

  • Must be classic arcade game enemy or player or weapon movement mechanic.
  • There must exist at least one YouTube video of the game and mechanic in action.
  • It SHOULD be well known.  

To help your brainstorming, here are some ideas the come to mind:

I think to be scalable/portable then a mini-scripting language (as Dave hinted at) would be the way forward - nice and lite.

This covers most retro game types in an easy to script format.

I can see mileage in the following plugin…

local alien = plugin.init(x,y) -- WHERE TO SPAWN alien.frame = 300 -- MS BETWEEN ANIMATIONS alien.path = "FFRRFFLLFFRRFFRR" -- PATTERN alien.delay= 1000 -- SPAWN DELAY etc...

I actually used to have a module in SSK that did something like that.

I’ll dig it up and add it to the discussion/series.

How about combining the first example(enemy movement) with the player movement from Volfied(to make Volfied :slight_smile: )?

https://www.youtube.com/watch?v=RxuMVqkLD7o

This is an excellent idea!

I am looking forward to the videos.

For the third topic, I have a few ideas:

  1. Pacman maze traversal

  2. Asteroids ship movement and firing

  3. Dig Dug

  4. A Crazy one would be NES Pro Wrestling (getting two characters to interact). Maybe your grand finale lol 

I also vote for the Centipede and Lode Runner suggestions

This could be a fantastic series and I for one would be more than happy to pay a few $ for the final module/sample to help fund this!