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Space Rocks GBA: Difference between revisions

From GameBrew
m Text replacement - "Category:Homebrew shooter games on GBA" to ""
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|description=Side scrolling arcade shooter.
|description=Side scrolling arcade shooter.
|author=ExStefen. Isaac, Csaba
|author=ExStefen. Isaac, Csaba
|lastupdated=2021/06/16
|lastupdated=2025/02/03
|type=Shooter
|type=Shooter
|version=Final
|version=1.2
|license=Mixed
|license=Mixed
|download=https://dlhb.gamebrew.org/gbahomebrews/spacerocks.7z
|download=https://dlhb.gamebrew.org/gbahomebrews/spacerocks.7z
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SpaceRocks brings forth the arcade experience of Side scrolling Shooter games similar to Gradius and R-Type.
SpaceRocks brings forth the arcade experience of Side scrolling Shooter games similar to Gradius and R-Type.


Programmed in C using devkitPro and libtonc Library, this demo was a highly marked project for the first year of my Games programming degree in Game Hardware Architecture.
Developed using DevKitPro and TONC libraries.


==Controls==
==Controls==
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==Known issues==
==Known issues==
There are a few bugs but fully invisible enemy ships is a feature. Known bugs are:
* Some collision detection inconsistencies still persist, particularly when the player collides with an enemy or when an enemy is damaged by a bullet.
*Unlimited Upgrades.
* A few minor glitches in enemy behaviour may still occur under certain circumstances.
*Random health bar not proportionate with Life points.
 
*The usual Diagonal Movement Boost caused by not Normalising direction.
==Changelog==
*Not able to replay after high score.
'''v1.2'''
* Enemy Respawn and Collision:
** Improved enemy respawn logic by generating a new random vertical position for each enemy upon respawn. This adjustment has reduced instances where respawned enemies lost their collision detection after being damaged or colliding with the player.
* OAM Management:
** Introduced a helper function to clear unused OAM entries, ensuring that only the intended sprite objects are displayed and preventing ghost sprites from appearing on screen.
* Collision Detection:
** Refined collision routines for both player–enemy and bullet–enemy interactions. Although collision issues still occur on occasion, these changes have improved consistency in detecting and responding to impacts.
* Explosion Animations:
** Enhanced the enemy explosion sequence to better visualise when an enemy is destroyed before it respawns.
* Code Refactoring:
** Undertaken a series of code clean-ups and refactoring measures for better readability and maintainability. Many functions and macros have been updated to streamline the code.


==Credits==
==Credits==

Latest revision as of 03:21, 9 February 2025

Space Rocks
General
AuthorExStefen. Isaac, Csaba
TypeShooter
Version1.2
LicenseMixed
Last Updated2025/02/03
Links
Download
Website
Source

SpaceRocks brings forth the arcade experience of Side scrolling Shooter games similar to Gradius and R-Type.

Developed using DevKitPro and TONC libraries.

Controls

A - Confirm/Shoot

D-Pad - Movement

Screenshots

spacerocks3.png spacerocks4.png

Compatibility

Compatible with an actual writeable GBA cartridge.

Known issues

  • Some collision detection inconsistencies still persist, particularly when the player collides with an enemy or when an enemy is damaged by a bullet.
  • A few minor glitches in enemy behaviour may still occur under certain circumstances.

Changelog

v1.2

  • Enemy Respawn and Collision:
    • Improved enemy respawn logic by generating a new random vertical position for each enemy upon respawn. This adjustment has reduced instances where respawned enemies lost their collision detection after being damaged or colliding with the player.
  • OAM Management:
    • Introduced a helper function to clear unused OAM entries, ensuring that only the intended sprite objects are displayed and preventing ghost sprites from appearing on screen.
  • Collision Detection:
    • Refined collision routines for both player–enemy and bullet–enemy interactions. Although collision issues still occur on occasion, these changes have improved consistency in detecting and responding to impacts.
  • Explosion Animations:
    • Enhanced the enemy explosion sequence to better visualise when an enemy is destroyed before it respawns.
  • Code Refactoring:
    • Undertaken a series of code clean-ups and refactoring measures for better readability and maintainability. Many functions and macros have been updated to streamline the code.

Credits

Programmers:

  • ExStefen - Lead Programmer/Gameplay Design/Director.
  • Isaac - Game mechanics/Logic.
  • Csaba - UI/Textures/Game Design.

External links

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