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Amiga News and Community Announcements => Amiga News and Community Announcements => Amiga Software News => Topic started by: realstar on April 04, 2007, 05:28:00 AM

Title: HyperCannon v0.8f released
Post by: realstar on April 04, 2007, 05:28:00 AM
HyperCannon is an arcade style shoot-em-up game. The latest version adds on-the-fly overlay mode switching, a custom mp3 playlist feature and 2 completely new levels to play through. There are a few gameplay improvements and some new enemies/bosses too.

Emerald Games:http://members.shaw.ca/realstar
Title: Re: HyperCannon v0.8f released
Post by: hooligan on April 04, 2007, 06:49:50 AM
Thanks for the long waited update!
Title: Re: HyperCannon v0.8f released
Post by: AmiKit on April 04, 2007, 07:57:11 AM
MOS only?
Title: Re: HyperCannon v0.8f released
Post by: XDelusion on April 04, 2007, 09:18:29 AM
Hmmm, looks like Space invaders with eye candy. Will have to check into this sometime! I remember getting to wave 97 on Space Invaders when I was 5 or 6! Good times! ;)
Title: Re: HyperCannon v0.8f released
Post by: hooligan on April 04, 2007, 09:34:35 AM
Its more of a mix of Galaga and Stardust.
Title: Re: HyperCannon v0.8f released
Post by: XDelusion on April 04, 2007, 11:58:09 AM
Even better!!!
Title: Re: HyperCannon v0.8f released
Post by: krize on April 04, 2007, 12:29:55 PM
Great!! Im going to test this tonight ;)
Title: Re: HyperCannon v0.8f released
Post by: Amigaz on April 04, 2007, 04:52:06 PM
@Amikit

Time to get a real Amiga with a PPC card  ;-)
Title: Re: HyperCannon v0.8f released
Post by: Piru on April 04, 2007, 05:49:08 PM
Heh, this game looked quite simple at first.

But just wait till you get some extra weapons... Whoa! ;-)
Title: Re: HyperCannon v0.8f released
Post by: AmigaMance on April 04, 2007, 07:30:13 PM
"HyperCannon features:

 o 3D rendered visuals"

 That means that it won't run on a BVision due to the lack of 3D drivers, right?
Title: Re: HyperCannon v0.8f released
Post by: realstar on April 04, 2007, 09:25:43 PM
The game doesn't require 3D drivers to operate so it should work fine on BVision. However, I am not sure if the game would be playable since I use 600Mhz and 1Ghz Pegasos systems for playtesting. :)
Title: Re: HyperCannon v0.8f released
Post by: AmigaMance on April 05, 2007, 01:03:09 PM
Ok. I'll try it and see. :-)
Title: Re: HyperCannon v0.8f released
Post by: Jose on April 05, 2007, 06:37:31 PM
@realstar

That's cool, what Api did you use, SDL ? Amiga graphics.library ?
Title: Re: HyperCannon v0.8f released
Post by: Amigaz on April 05, 2007, 08:04:50 PM
Reporting in that the game work fine on an A4000 with a Cyberstorm PPC 233mhz, Cybervision 64/3D gfx card

GERMAN ENGINEERING MAKES IT POSSIBLE  :-D

(Phase 5)
Title: Re: HyperCannon v0.8f released
Post by: realstar on April 08, 2007, 11:45:23 AM
The API is a combination of the usual system libraries. (screen setup, input, timer etc.) AHI and MPEGA for sound and CyberGFX direct access to copy the hidden gfx buffer. I also created my own set of functions to handle the sprites/bobs, animation, movements/motions, gamelogic, collision detection, image loading, bitmapped fonts, gfx effects etc. Glad to hear it runs ok on Amiga PPC systems.
Title: Re: HyperCannon v0.8f released
Post by: AmigaMance on April 08, 2007, 08:17:29 PM
Hi.
 I have test the game and it's not very smooth but not unplayable either, as i have a slower system than Amigaz. (A1200, BPPC)
 Perhaps it's a good idea to add an option for the user to disable backround music. As you said it's mp3 through AHI and this can be CPU consuming for low-end PPC Amigas.
Title: Re: HyperCannon v0.8f released
Post by: Jose on April 09, 2007, 03:39:41 PM
@realstar

I'd like to do a shoot'em up too one day, so far I've only set up the screen  8-) (not had enouph time to do the rest yet..) that's why I asked it.
Handling your own sprites/bobs etc. seems way too much work, I thought CyberGFX/Picasso handled those things already but maybe they're too slow.

Cheers