
Name: Space Impakto (tentative) 
Type of game: Space Shooter

Developers:
Relsoft
Dr_D
Adigun Azikiwe Polack

Http://Rel.Betterwebber.com
For some of our games, engines, demos, 3d stuff or 2d stuff, click the "junkyard".

Artist:
Adigun Azikiwe Polack

Design:


Music and SFX:


Compiler:
FreeBASIC
FreeBASIC.Net

Greetz:
1. v1ctor for FB
2. lillo for the nice legacy lib
3. Shadow wolf and SJ zero for pointing the linux and win xp problem
4. Andrea Mazzoleni for the scale2x algo ( I had to make an ASM ver)
5. Anyone I forgot. :*)


Logs:

MISC:
NOTE:HAND-AI
use do_homing sub but set homing.active to false after frames > maxframes or
just use a counter. Then set the homing delay to 0


BUGS:

BUG! Big one and hard to do
Homing missiles would only be exclusive to enemies or main enemies (fixed!)

To do:

1. Boss
2. Map Editor (done via mappy)
3. Mode7 (done 5/9/5)
4. More Enemy AI 
5. Enemy bullets (done 5/10/5)
6. New Tiles and sprites (done via Adigun)
7. Power-up system
8. Eye candies
9. Use a bullet hell like linked list to define enemy AI (tentative)



Changes:

9/5/06

1. Added bullet hell engine to each main enemy(2 turrets per ME)
2. Added new scripts to the main enemies
3. Incorporated new scipts
4. As an added bonus,due to the addition of bullet hell, ditched the per
   main enemy bullet barrage.


8/28/05
1. Fixed the homing bug
2. fixed the follower mem leak
3. Added new AI, bullet patterns, new main enemies.
4. Cleaned up the code
5. segmented main enemies have now the option to have followers.
6. New ship collision sprite
7. Added a font module. :*)


8/6/06

1. Changed the tilesize (from 16 x 16 to 20 x 20) to accomodate the FJ
   tilesets donated by AAP.
2. Uses Mappy as tile editor. Made a converter to text6 imorted maps.


8/6/06 (wow!! Almost a year!!!)
1. Changed tiles to use BMPs for levels instead of put so that we could make use of mappy for editing maps.
2. Ditched the screensync call and used an FPS limiter instead (caps to 60)
3. Added automatic bmp indexer


9/28/05

ASM scale_2x filter!
The idea came to me after playing warsong on Gens+ with the scale_2x filter.

I had coerced the GFXlib(including my own) to write to a 320 * 240 by 8 bit
intermediate buffer, set my screen twice as big with the same depth and applied
the scale_2x algo.

The  scale_2x algo I made runs at full speed on 233 on it's own. But adding all
the game components made the engine run at 30 instead of 60 with vsynch, and about 40 FPS without. Then again, this is a 233. So a 450 p2 should run this 
full speed on windowed mode. :*)


5/12/05 added:
1. Enemy Bullets
2. Bullet to ship collision
3. Bullet to BG collision
4. Changed the size of the play area (for the statbar)
5. Added different bullet modes (2way, 3way, spray, more to come)
6. Changed some tiles
7. Added a new linked enemy
8. A crap menu


5/9/05 added:
1. Added Mode7

5/8/05 added:
1. Collision colors
2. Collision of ship to BG
3. Collision of shots to BG
4. Collision of ship to Objects
5. Better base layer and foreground layer (still sucks but better than the last)
6. Translucency (Blending)
7. ASM based BG Collision detection routine
8. ASM based BG Sprite Color routine
9. ASM based BG Sprite Blending routine
10. Ship has energy and can die now.
11. Ship flickers when hit
12. Ship enters the game ala R-type every time it dies
