I took some more time to do some experimentation/playing with FNA (Monogame-SDL2) last night, and added some features to my Space Invaders clone.
- v0.02-title
- v0.02-intelligens
- Scrolling starfield background
- Backgrounds are loaded from Tiled files via TiledSharp and controlled by a basic tile engine I started.
- TiledSharp looks like it could use some updates/patching. It did not like the way the tileset source image was embedded in a file I created with the current version of Tiled, and I had to massage the data by hand.
- Backgrounds are loaded from Tiled files via TiledSharp and controlled by a basic tile engine I started.
- Armada is now loaded from an XML file.
- Alien formation is controlled via offsets from center now, so next levels can be more complicated. Think like the Phoenix birds in the formation of a bird shape. This will make it easier to add Galaxians and other types of levels.
- Firing is no longer controlled by an array that picks lowest alien. Aliens each calculate their own firing solutions and can determine if there are other aliens blocking them.
- To test armada loading, I created a new Armada: The Intelligens, based on the old Intellivision Space Armada game.
- Added a camera class to make dealing with maps easier, also adds rotation and zoom, though I’m not using them in-game yet.
- Graphics is now rendered at 3x higher resolution to render target.
- It didn’t take long to realize that the native resolution of Space Invaders would be too low to add some of the aliens I wanted to add from later games to this homage. I scaled up all the existing graphics with a single ImageMagick convert command. I used point sampling, so that the aliens would retain their same blocky, low-rez, look.
- Levels are now shown in a style like the old Namco games. I threw some cherries in there as placeholders until I can create some other items.