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When you finish a new game, demo, engine, or utility, the first thing to do is submit it to the archive for approval. (Log in first, then Upload a New Game from the sidebar.) Then feel free to post about it in this forum; in fact, please continue to do this. This is so people will actually know about your game and play it. As nice as it is to have archive uploads automated, it's not going to help much if no one knows you have a new game to play.

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You can also attach your game to a new thread in this forum. In this case, you can use whatever compression format you find suitable. NOTE: Games posted this way won't be put into the archive unless submitted to the archive proper, or unless the author states he/she wants the game in.

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Atmosphere

#1 User is offline   Maxim 

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Posted 23 June 2021 - 11:18 PM

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You might remember this name from Kikan SE. It was a basic Asteroids clone set in the sky instead of in space. I decided to do a complete rewrite of the game to practice with unbound sprites and finally use SMZX mode 1 for something. More weapons, enemies, and bullets have been added to the game. Also it's no longer endless, but has game flow and multiple loops with progressively increasing difficulty. All of the graphics have been redone, and new level backgrounds have been added. All sound effects have been redone, and new ones have been added to account for the game's new features.

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If you download the game to play it, you should use the softscale renderer if it runs slowly with GLSL. Downloading the game is recommended because it saves your scores and number of game loops completed. But the web player works just fine.

Download: https://www.digitalm...how.php?id=2688

This post has been edited by Maxim: 24 June 2021 - 12:04 AM

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#2 User is online   Lachesis 

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Posted 23 June 2021 - 11:26 PM

View PostMaxim, on 23 June 2021 - 05:18 PM, said:

I recommend downloading and playing the game offline unless you have a very powerful computer. The web player's renderer struggles with the large number of unbound sprites. It should run well even on a slow computer if you use the softscale renderer.


The next MZX release is going to have a much lighter GLSL renderer variant enabled by default which should prevent this, sorry. I'll go ahead and build an update for the web player while I'm thinking about it...

also this game seriously rules everyone play it now :o :o :o
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#3 User is offline   Maxim 

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Posted 23 June 2021 - 11:45 PM

The web player's new renderer is much better. I was able to play several rounds without so much as a click in the audio. And my computer is a real piece of crap.
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#4 User is offline   djtiesto 

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Posted 17 July 2021 - 06:10 PM

Played this a whole bunch this afternoon - really fantastic job, Maxim! I of course loved the original minigame in Kikan but it's so cool to see this fleshed out to a full game with all sorts of awesome powerups and pixel-perfect movement.
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#5 User is offline   Maxim 

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Posted 17 July 2021 - 11:16 PM

Thanks, Luke. I was hoping to hear your feedback because of how the original was used in Kikan. I had started on expanding the smoothie minigame years ago, but all progress was lost when my hard drive was destroyed by Virtumonde.
I hope to see more games using the new unbound sprite features. Not only does it take a lot of the pain out of pixel movement, it also fixes a few difficult cases with basic sprite behaviors.
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#6 User is offline   GetDizzy 

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Posted 19 September 2021 - 11:39 PM

This is good shit. The graphics are impressive, the movement is smooth and fluid, the rotation on the ship is great. The TTS quips are amusing (What did you use to make those? Sounds kind of like a DECtalk).

Good stuff man.
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#7 User is offline   Maxim 

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Posted 20 September 2021 - 03:09 AM

Thanks! I can't remember which program I used, but I think it was espeak. I ran a few light filters over the audio, but can't remember which of those I used either.
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