Humanity Revenge is back! (Humanity Revenge Director's Cut)


(Giangregorio) #1

Hi all again!
Last year I wrote a small and basically incomplete shoot 'em up for arduboy called Humanity Revenge (Humanity Revenge - a Simple shoot 'em up).

In the last months I find some time to work on it and here we are:
Humanity Revenge Director’s Cut

You can download and build it yourself or choose from hex or arduboy format.

It’s a shoot 'em up quite hard, with 3 ship to choose from (different speed and weapons) , 5 enemies with different characteristics, three big bosses, bomb and power-up, highscore and so on.

Audio is terrible, if someone want to contribute it will be much appreciated.

Some screen:

screena

screenb

screenc

Feel free to contribute, send bug report or just contact me.

Regards
Giangregorio


Nemisis type side scrolling space ship shooter
(Simon) #2

Looks good … is it like the director’s cut of Apocalypse Now that I saw once? It was about 3 1/2 hours long.


(Giangregorio) #3

Not so long … but more difficult :smiley:


(Simon) #4

Been playing this over the last couple of hours … very good. Noticed you had a spare 90 bytes left which doen’t leave much room for audio!


(Scott R) #5

Look great I’m itching to play this when I get home.

Hum and make sound effects like when you were a kid it’s good for the soul.


(Giangregorio) #6

I know, but maybe someone can help with decent sfx :wink:


(Pharap) #7

Maybe it’s time to invent a 4-bit sound format.

  • 00 = start/end
  • 01 = bleep
  • 10 = bloop
  • 11 = blip

(Giangregorio) #8

Give me a good and standardized bleep, bloop and blip and deal done.
However I have some sfx in my game and 90 bytes left too, so it can be improved for sure.


(Pharap) #9

Sounds like a job for someone who isn’t musically incompetant.
My best guess is that bleep is ‘normal’, bloop is low pitch and blip is high pitch.

If the code were open source I’d have better luck trying to double or triple that 90 bytes.


(Scott R) #10

In a silent whisper

Git is llinked in first post


(Pharap) #11

Oops, missed that somehow.

Maybe I’ll have a look if there’s some savings to be made when I’ve got a moment.


(Giangregorio) #12

NintenDomain Podcast made this:

Much appreciated.


(Scott R) #13

I finally just got the chance to have a proper play with this and it’s a fantastic little shmup even if it can at the beginning have the impression it’s unforgiving it’s more a no training wheels and straight to the action kind of game that rapidly becomes more manic as it progresses it’s fast paced fun right from the get go, The difficultly is what makes it all the more rewarding and the little snippets of text just increase the intensity I’m sure I let out a little wee when they came from all directions. So far I made it to killing what appears to be the first boss where I instantly died immediately after by flying into a stray bullet.


(Giangregorio) #14

Thanks for your feedback!


(Scott R) #15

As this game is bordering on the large side I just did a quick test moving this from ArduboyTones to ArduboyBeep Here are the results:

ArduboyTones

Sketch uses 28536 bytes (99%) of program storage space. Maximum is 28672 bytes.
Global variables use 1595 bytes (62%) of dynamic memory, leaving 965 bytes for local variables. Maximum is 2560 bytes.

ArduboyBeep

Sketch uses 27814 bytes (97%) of program storage space. Maximum is 28672 bytes.
Global variables use 1566 bytes (61%) of dynamic memory, leaving 994 bytes for local variables. Maximum is 2560 bytes.

(Giangregorio) #16

ArduboyBeep is ok for the effects (or lack of) in Humanity Revenge. I will switch to it as I find some minutes to work on it. Thank you.


(Giangregorio) #17

Updated source and .arduboy to version 1.1

Have some space left for some improvements now!