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Friday, March 14, 2025

Eye sweet bullet hell ‘Danmaku’ shooter will get one other inventory Amiga A1200 tease.


All through 2024 I have been conserving you updated about Golden Code’s superior wanting Danmaku shooter of ‘Hyperborea’. A recreation that does not simply function first rate graphics, however extra bullets and lasers than you possibly can deal with all working on a inventory A1200 or above. Nicely in case you’re within the newest developments of this upcoming Amiga recreation which was previously referred to as ‘Hyperborea’. We have got some new recreation play footage which could be considered proper now beneath.

And here is the dev notes for this newest video! “Actual bullet hell on a inventory Amiga 1200, 304 x 256 PAL 50 Hz, 2p simulation mode, tons of of bullets however work in progress”. 

What’s new:

  • muzzle flash is now built-in into the participant ships, so no laborious gaps right here anymore. Made it procedurally throughout loading in order that the respective belongings can nonetheless be simply edited.
  • blinking hitbox on participant ships (possibly I am going to put that a couple of pixels down)
  • new pseudo-ground enemy mode. The spiders in the beginning of the test-level use that mode. Bodily such enemies are drawn on playfield 2 (to allow them to have their very own palette with out touching PF1), however they do not forged a shadow and the player-sprites seem on prime of them, though stuff on PF2 has the very best precedence. Helpful for hords of small floor enemies like tanks or so.
  • blockable enemy lasers. These are massive rising laser-streaks which could be blocked by utilizing the fats laser weapon mode. Similarities to Dodonpachi Resurrection are purely coincidential 😉
  • player-shots vs enemies collision system now helps some flags to regulate the vulnerability to the participant’s weapons. So e.g. an enemy could be made very susceptible to the spread-shot and fewer susceptible to the fats laser.
  • flicker shadows (steady shadows nonetheless out there within the video choices). For 2 causes: 1. it offers the gfx artist extra freedom concerning the bottom palettes as a result of unavoidable brightness “errors” develop into much less noticable. 2. Efficiency, in fact. More often than not steady shadows aren’t an issue, however generally they could be. And in such circumstances I want flicker-shadows like in Dodonpachi over reducing down the motion.
  • The test-boss has 30 colours now, not simply 15.
  • volumes for every type of sounds adjustable (earlier than it was simply the bonus sound quantity)
  • ready for 2-channel music by solely utilizing channels 2/3 for sfx (until music is disabled, then all 4 channels are used for sfx). Concrete sfx channel and precedence additionally rely upon whether or not 2 gamers are energetic.
  • a number of fixes 🙂

The Crew:

  • Code – Daytona675x
  • Gfx – Crome
  • Audio – Triace

Further credit & due to:

  • further gfx: Matt Walkden
  • placeholder stage music: “te-x-mas 6” by xtd / mystic & the grid, from MOD archive
  • music participant: Frank Wille
  • VSCode dev system: Bartman^Abyss

And that is all we all know to this point, however as quickly as we get extra particulars from the developer we are going to let you already know.

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