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Author Topic: "Computer Space" Clone (1st Video Arcade Game) - Now Available!  (Read 28487 times)

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DaredevilDave

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #40 on: September 18, 2017, 02:30:12 am »
Computer Space v 0.8 is available!

Well my version is anyways ;)

Fixed:
- all objects appear correctly when explosion flash occurs - pretty much sort of.
- increased thrust power of player ship.
- adjusted length of time player ship spins when hit.
- fixed saucer and ship colliding repeatedly after an initial collision.
- player missile disappears in mid-flight when game ends.
- saucers no longer disappear momentarily when shot (they still do when they crash).
- added score card to bezel in Bezel View.
- added a little screen glow in Bezel View.

To Do:
- adjust saucers accuracy
- custom controls

There may still be a rare bug when the player dies and won't reappear. Please let me know if you encounter it, or any other problems.

Downloads:
Windows 32/64 bit
Windows 32/64 bit version 0.8

Linux
Linux version 0.8


Let me know what you think, and I want honest criticism if you see an issue. I want this to be good. Try it in your front end! Or maybe your back end...?  :dunno  :dizzy:
« Last Edit: September 18, 2017, 10:31:36 pm by DaredevilDave »
"Computer Space" (1st coin-op game ever) for MAME Front Ends Available Now!
http://forum.arcadecontrols.com/index.php/topic,155041.0.html

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DaredevilDave

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #41 on: September 21, 2017, 02:45:33 pm »
Can anyone verify that the Linux version is working? I see there have been some downloads. I have not tested it myself.

I mentioned this project to my Dad and told him how I was trying to make it as accurate as possible. He says, "If only 1,500 were made at the most, who's gonna know?" Hahaaaa. Well someone may, and that is the person I want to impress. :)
"Computer Space" (1st coin-op game ever) for MAME Front Ends Available Now!
http://forum.arcadecontrols.com/index.php/topic,155041.0.html

My Custom Motorcycle Cabinet Build For Custom Game (Daredevil Dave):
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DaredevilDave

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #42 on: September 21, 2017, 04:45:43 pm »
ETA: (deleted a lot of words)
---------------
Done for next release
- made saucers, once again, disappear briefly when shot.
- fixed bug where game wouldn't end properly if player was dead when timer/game ended.
- slightly better saucer shooting AI. Still not good though.
- fixed a scoring bug where you could score more than one point per hit. That explains my high scores!

To Do:
- finish saucer shooting "AI".
- finalize timing and speed of objects (double check)
- custom controls. The game will probably be otherwise finished (v1.0) before I do this since it is easily worked around.

To Do Later and Maybes:
- add optional bloom, ghosting or other effects to simulate a CRT monitor.  :dunno
- possible: frame rate selector. Not sure this would be useful. Would simulate different monitors (the real game had a TV stuffed inside it)
- Hyperspace mode - a free "bonus play" if you beat the game, where the screen colors are "inverted". Was optional in original game I believe.
- simulate the machine breaking down for months at a time ;)

Current downloads are on the opening post of this thread.

Or you can go to my thrown-together Computer Space web page that has all game versions, as well as all the marquee and wheel art images in one place.
http://mdigitalmedia.com/computerspace/
« Last Edit: September 22, 2017, 07:44:00 pm by DaredevilDave »
"Computer Space" (1st coin-op game ever) for MAME Front Ends Available Now!
http://forum.arcadecontrols.com/index.php/topic,155041.0.html

My Custom Motorcycle Cabinet Build For Custom Game (Daredevil Dave):
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DaredevilDave

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #43 on: September 22, 2017, 09:24:37 pm »
Computer Space version 0.85 Available!

Fixes
- fixed player score bug where multiple points could be awarded for one hit.  :-[
- added optional glow and bloom effects to play around with (in the Tab Menu).
- added a Reset Defaults option in the Tab menu.
- adjusted saucers shooting AI. They are more accurate now.
- tweaked missile speeds and ship thrust.
- added trails to the missiles. Let me know what you think about these. Probably should be optional.
- Lowered the frame rate to 30 fps just to see what it's like. May make changing it an option but it's stuck there for this version.

(I updated this version at 7:15 pm Pacific time to include the following. Download it again if you want)

- adjusted ship thrust and speed, again. Quicker with better max speed management.
- made ship slightly bigger.
- reduced missile trails.
- fixed bug with audio volume.
- made collision areas smaller for missiles and saucers.



Downloads:

Windows 32/64 bit
Windows 32/64 bit version 0.85

Linux
Linux version 0.85


or go here (marquee and wheel art are here as well)
http://www.mdigitalmedia.com/computerspace/
« Last Edit: September 22, 2017, 10:18:13 pm by DaredevilDave »
"Computer Space" (1st coin-op game ever) for MAME Front Ends Available Now!
http://forum.arcadecontrols.com/index.php/topic,155041.0.html

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DaredevilDave

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #44 on: September 22, 2017, 11:48:42 pm »
Snap Videos Available!
(Right-click and choose "Save As...")

320 x 240 mp4
Video 320x240 mp4

640 x 480 mp4


Videos are about 30 seconds.
"Computer Space" (1st coin-op game ever) for MAME Front Ends Available Now!
http://forum.arcadecontrols.com/index.php/topic,155041.0.html

My Custom Motorcycle Cabinet Build For Custom Game (Daredevil Dave):
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DaredevilDave

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #45 on: September 23, 2017, 01:05:36 pm »
Please re-download the game!

I fixed a bad bug today in "Bezel Mode" where the explosion flash would not disappear.

It's still version 0.85 because I am lazy, so download it again either above or from here:

http://www.mdigitalmedia.com/computerspace/

This was a big update so make sure to get the newest version.

Is anyone still here?  ???
"Computer Space" (1st coin-op game ever) for MAME Front Ends Available Now!
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Howard_Casto

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #46 on: September 23, 2017, 01:52:52 pm »
I've got a question.  Is it normal for the ships to just stay there after you shoot them?  I'm not familiar enough with computer space to know if that's correct or not, but something seems off... maybe the ships don't pause their firing long enough or something.

DaredevilDave

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #47 on: September 23, 2017, 02:28:28 pm »
I've got a question.  Is it normal for the ships to just stay there after you shoot them?  I'm not familiar enough with computer space to know if that's correct or not, but something seems off... maybe the ships don't pause their firing long enough or something.

Thank you! This is the kind of thing I'm hoping we can figure out together :)  ;D

Are you asking if the ships should move away after they have been hit? Say they are sitting still and you kill them, then they reappear again in the same place, still not moving?

The way I have it now, the saucers movements are random. They will move in one of 8 directions (or not move at all) for 3-5 seconds(?), then move another random direction.

They can also sit still, but I programmed that to be less frequent.

I can program it so that, if the ships are sitting still when hit that they will move once they reappear. Am I understanding this?

From watching the real game:
- it seems that the saucers, when shot, continue to move while invisible.
- they do not re-appear randomly at all as far as I can tell, unless the random direction has changed in the meantime.
- I haven't noticed what they do after being shot or collided with while sitting still.

I don't know what you mean about the 'not pausing their firing long enough'. I think the saucers reload and fire about 1/2 a second after the previous missile disappears. I did notice the saucers firing while they are dead, I think (thought I fixed that)

I can fix any of this stuff, so please let me know if I'm on the right track.
"Computer Space" (1st coin-op game ever) for MAME Front Ends Available Now!
http://forum.arcadecontrols.com/index.php/topic,155041.0.html

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #48 on: September 23, 2017, 09:54:10 pm »
Yeah I think you need to force movement once shot.  In a couple of games they kept sitting in place and it wasn't very fun. 

I'm sorry, when I'm talking about the shots, I meant when the player gets hit sometimes the saucers shot again as soon as the player recovers.  That's another question... does the player just restart in the same place once hit?

I haven't had much time to test so what I'm talking about might not be 100% accurate... I need to play it more.  Unfortunately I don't have anything running Linux to test either, but when I get time I'll play around a bit more.  Thus far I've been very impressed with what you've made. 

DaredevilDave

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #49 on: September 23, 2017, 11:21:00 pm »
Yeah I think you need to force movement once shot.  In a couple of games they kept sitting in place and it wasn't very fun. 

I'm sorry, when I'm talking about the shots, I meant when the player gets hit sometimes the saucers shot again as soon as the player recovers.  That's another question... does the player just restart in the same place once hit?

I haven't had much time to test so what I'm talking about might not be 100% accurate... I need to play it more.  Unfortunately I don't have anything running Linux to test either, but when I get time I'll play around a bit more.  Thus far I've been very impressed with what you've made.

Thank you!

Regarding the real game, based only on the videos I've seen:

- The saucers in the real game change direction more often than mine do, and in a tighter set of random numbers, if there are any at all. About 3-4 seconds.

- The player ship does not reappear in a random spot when shot. Its momentum continues.

- The saucers don't change course when they are shot and disappear, unless they were already going to at that time. They don't hyperspace to a random spot ever.

I may have reintroduced a bug where the saucers can shoot while they are dead. I will look out for that. I thought I saw a shot come out of thin air once.

I am not sure if their shot frequency changes when you die. Say a saucer missile hits you just as the missile was about to die/time out. The saucer would then be ready to fire another shot at about the time you finished spinning/dying. I will look into this and see what should be happening.

Thanks for the heads-up. I welcome any questions and suggestions!

I really need to play a real machine one time. There must be one in the SF bay area. I haven't tried to find out.

ETA:
I just watched a video
- The saucer did fire a shot while it was dead and invisible.
- The saucer fire rate does not appear to change when you die. I watched a shot hit at the last second and the saucers fired again when it should have. BUT...
- The saucer firing rate does appear to be a little bit slower than mine, which will help the problem you had. I was wrong. It's the same.
- The saucers change direction about every 3 seconds in the real game. Mine was random between 2 and 6. Fixed it. Makes the game a lot tougher.
- The saucers sometimes stay still for 2 "turns" (6 seconds)!!! So I am going to have to leave that how it is.

I do have it programmed so that there is a 1 in 9 chance that the saucers will sit still every time they change direction. It's the only direction change that has the possibility of being adjusted since I knew I may want to do so. If it seems too frequent I can change that.
« Last Edit: September 24, 2017, 01:00:48 am by DaredevilDave »
"Computer Space" (1st coin-op game ever) for MAME Front Ends Available Now!
http://forum.arcadecontrols.com/index.php/topic,155041.0.html

My Custom Motorcycle Cabinet Build For Custom Game (Daredevil Dave):
http://forum.arcadecontrols.com/index.php/topic,151106.0.html

DaredevilDave

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #50 on: September 24, 2017, 05:50:29 pm »
If I have time I will upload a new version tonight. I figured out how I'm going to do customizable controls. Probably won't have that finished.

Side note:
It's funny how the simplest game can take so long to build. At first glance it seems easy - 3 ships, 2 missiles, the end. Practically zero AI.

The devil's in the details. How to make the menus, designing menu graphics and buttons, arrows, and making sure they work. How do I decide which saucer should fire? How to make the game end, and work in Free Play mode, or with and without bloom effects.

Making the attract video haha - damn when I did come up with all this free time?

What if the ship explodes as the timer runs out? What if what if....anyone here who has ever programmed knows what I mean. Hell anyone who's ever built anything "gets it" :) It always looks easy on paper!

It's all simple, sort of, but put it all together and man - it's a job! What's cool is that after making many games I can now anticipate things and build accordingly.

Anyways, not complaining! I love this stuff! It just makes me laugh sometimes. "Oh I'll have this done in 3 days!" Pffft.

Here is a Youtube link to the higher res Snap Video (30 seconds) if anyone cares.


Videos download links are in one of the posts above (lazy).
"Computer Space" (1st coin-op game ever) for MAME Front Ends Available Now!
http://forum.arcadecontrols.com/index.php/topic,155041.0.html

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DaredevilDave

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #51 on: September 27, 2017, 10:36:22 pm »
Computer Space version 0.92 is ready!

The game play is complete! If I get my hands on a real machine, or if someone tells me something is wrong then I may alter it. But as far as I can tell, it is done!

All changes and non-changes are according to how the real game plays. I'm willing to be wrong so if anyone knows better please let me know.

- saucers change direction every 3 seconds now, which is a lot more often, and matches the real game.
- player ship does not reappear in a random spot when shot. Its momentum continues. No fix.
- saucers don't change course when they are shot and disappear, unless they were already going to at that time. They don't hyperspace to a random spot ever. No fix.
- saucer firing rate is constant regardless of player death, saucer deaths, or anything else. No fix.
- custom Controls: the menu is built but you cannot set custom controls with it yet.
- I added the sound of a quarter dropping into the machine when you hit the credit button. I will probably remove it. However there is no indication the coin went in other than that.

To Do
 
- (edit to add, in Fred Sanford's voice) "Hide the mouse cursor ya dummy!" (aw come on, Pop!)
- finish custom controls
- maybe enable bloom and glow in the "Bezel View" when I get around to it ;)
- I'll do a Mac/OSX version next round.
- that's about it unless bugs are found.


Downloads:

Windows 32/64 bit
Windows 32/64 bit version 0.92

Linux
Linux version 0.92


or go here (marquee and wheel art are here as well)
http://www.mdigitalmedia.com/computerspace/


Like I said the game play is, as far as I can tell, complete. I am going to have a very cold, very good ale and mini-celebrate.

Edit to add:

I want this to be compatible with as many MAME front ends as possible. I would think that any FE that can run an EXE will be fine with this game.

If I missed anything, please let me know. I want the game to act like a MAME game - Tab menus, same default buttons and functions. I just want to be sure I didn't miss anything.

Thanks to everyone for the help and encouragement! I hope you like the game. If you don't let me know and we'll see what we can do heh.
« Last Edit: September 28, 2017, 01:44:58 am by DaredevilDave »
"Computer Space" (1st coin-op game ever) for MAME Front Ends Available Now!
http://forum.arcadecontrols.com/index.php/topic,155041.0.html

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DaredevilDave

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #52 on: September 28, 2017, 01:42:27 am »
So I'm playing the so-called "finished game play" game on the big screen and I see a mouse cursor in the center of the playfield. How did I miss that all this time? 

:cheers:   :laugh2:  :dizzy:
^^ ya that's probably it.

By the way, joysticks will be supported in the controls setup menu.
"Computer Space" (1st coin-op game ever) for MAME Front Ends Available Now!
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DaredevilDave

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #53 on: September 30, 2017, 10:24:24 pm »
deleted
« Last Edit: October 01, 2017, 04:53:32 pm by DaredevilDave »
"Computer Space" (1st coin-op game ever) for MAME Front Ends Available Now!
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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #54 on: October 01, 2017, 09:35:44 am »
now it's broken :(  can't insert coin or start a game (been waiting for this version with custom control)
Thenasty's Arcademania Horizontal/Vertical setup.
http://forum.arcadecontrols.com/index.php?topic=26696.0

Free VGA Breakout Cable
http://forum.arcadecontrols.com/index.php?topic=38228.0

Ultimate All in One Coin Mech write up (Make your own)
http://forum.arcadecontrols.com/index.php?topic=19200.0

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #55 on: October 01, 2017, 04:23:51 pm »
now it's broken :(  can't insert coin or start a game (been waiting for this version with custom control)

Can you install into a different directory? I think I know what I did wrong. If this does not work (it will) please let me know. In the meantime I will see if I can make the transition easier.

The same thing happened to me and this fixed it. It has to do with the old way the controls were used vs the new way. Overwriting the old game leaves some traces behind. Hard to explain.

I have a few more bugs to fix:

- The saucers can still be collided with when they are invisible (dead)
- game needs an icon
- fix this control/update issue.
« Last Edit: October 01, 2017, 04:26:58 pm by DaredevilDave »
"Computer Space" (1st coin-op game ever) for MAME Front Ends Available Now!
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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #56 on: October 01, 2017, 04:42:43 pm »
Problem solved, expect a new upload in 10 minutes or so.
"Computer Space" (1st coin-op game ever) for MAME Front Ends Available Now!
http://forum.arcadecontrols.com/index.php/topic,155041.0.html

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DaredevilDave

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #57 on: October 01, 2017, 04:55:19 pm »
Computer Space version 0.96 is available
New Mac version!


Fixed:
- fixed bug from last version where controls would not work!
- custom controls setup works (keyboard only for now)
- removed mouse cursor
- playing game in Free Play mode does not subtract a credit.
- other minor fixes
- icon added
- new Mac version released!

To do:
- add joystick support to control setup menu


Downloads:

Computer Space v 0.96

Windows 32/64 bit
Windows 32/64 bit version 0.96

Linux
Linux version 0.96

Mac / OSX
Mac version 0.96


or go here (marquee, wheel art and snap videos are here as well)
http://www.mdigitalmedia.com/computerspace/


 :cheers:
« Last Edit: October 01, 2017, 04:56:51 pm by DaredevilDave »
"Computer Space" (1st coin-op game ever) for MAME Front Ends Available Now!
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DaredevilDave

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #58 on: October 01, 2017, 08:04:09 pm »
Found a cool new bug in version 0.96

- Custom Controls - player missile will not turn if you change the left and right buttons.

Sorry :(

Now that I'm here,
Fixes for next release.
- fixed custom controls, again.
- ship now disappears for a moment after death spin.
- score is not given for saucers and player when they collide.
- player ship disappears rather than spinning upon collision with saucer.

I will stop offering so many updates after this next version. I realize it may be a pain for some of you.
"Computer Space" (1st coin-op game ever) for MAME Front Ends Available Now!
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DaredevilDave

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #59 on: October 01, 2017, 08:37:22 pm »
Update 0.97 available
Sorry for the quick updates. This should be a fine working version.

Fixes
- fixed custom controls, again - which is the reason for this quick update.
- ship now disappears for a moment after death spin.
- score is not given for saucers and player when they collide.
- player ship disappears rather than spinning upon collision with saucer.

To do
- basic joystick support. It will be Joy 1 (left and right), and buttons 1 and 2 for Thrust and Fire.
- add joystick support to control setup menu. Looks like a pain in the butt though, so I dunno.

Downloads:

Computer Space v 0.97

Windows 32/64 bit
Windows 32/64 bit version 0.97
Linux
Linux version 0.97
Mac / OSX
Mac version 0.97


or go here (marquee, wheel art and snap videos are here as well)
http://www.mdigitalmedia.com/computerspace/



Below is an Easter Egg I thought about hiding in the game. It works 100% but isn't activated (so don't try to find it). But should I keep stuff like this out of the game, even if hidden? The original had Hyperspace Mode.
Double Cheers!!!  :cheers:  :cheers:

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DaredevilDave

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #60 on: October 03, 2017, 02:49:52 am »
Notes on the next update. It will be a biggie!

I'm very excited! This game is about done!

I played this on my cabinet tonight - no keyboard needed anymore!

Done
- added fully configurable joystick support (up to 12 buttons) with a MAME-style custom setup menu. I can't believe I did it!
- game is fully navigable with a joystick, including menus.
- joystick can be disabled.
- explosion flash looks cooler and closer to the original. Still not complete.
- fixed graphical bug with player ship death.
- ship engine audio now plays even if Thrust key is reassigned.
- saucers aren't visible past the edge of the screen on wide screens anymore. Not sure when that popped up.
- numerous bug fixes and tweaks.

Joystick Control
Keyboard control is always enabled. Tab, Enter and Escape keyboard keys cannot be changed, however joystick buttons that map to them can be. I thought it was best to keep these keyboard shortcuts the same as MAME and other emus.

Player ship can be rotated with any joystick X axis, or with joystick buttons, or both.

I usually hate making menus but there is a great satisfaction when they work as designed!  ;D  :)  8)

« Last Edit: October 03, 2017, 03:11:13 am by DaredevilDave »
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Howard_Casto

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #61 on: October 03, 2017, 12:01:02 pm »
Looks good man.  Did you add hat switch support?  I ask because I guarantee you sometime in the future someone is going to complain if it isn't there.  Might as well do it now.  Hat switches are a pain in the butt btw.....  they are in radians even though 99% of hat switches out there are only 8 way.  That's how d-pads are mapped in windows though.

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #62 on: October 05, 2017, 12:04:22 am »
There is no hat switch support and after some research on a few forums, I will not be adding it. Unity's controller support is terrible and hat switches are pretty much a no-go, which is insane. For such a popular engine it sure has a ways to go in a lot of areas.

There is a plugin I can buy but I don't think so. Pretty sad.

Are you talking about actual hat switches on joysticks, or are you saying that some people have their arcade cabinets with a stick mapped to the hat switch(?) Right now left and right can be used with any joystick axis #1.

I added the ability to disable joysticks though so that if someone wants to use Joy2Key that there would be no conflicts.

Sorry but you are correct, hat switches are a nightmare, or worse. I'm stoked I got as much working as I have. I consider myself a mediocre programmer.

I will probably wait until the weekend to release the next version. I've played it a lot and it's possibly version 1.0, but I will upload one more test version just in case and, if all goes well, probably call it complete. Until more bugs are found of course....or a new feature.

Should I throw in the four-saucer version as an easter egg? Maybe if a player gets a perfect score (not easy).

ETA:
Thanks for asking and bringing that up, I had not considered it. I know my joystick support is probably limited. I guess I shouldn't claim "full joystick support" haha. It supports 12 buttons, though I can add more, maybe I should. My "Player 1" button is 12. Coincidence? Hmmmm......

« Last Edit: October 05, 2017, 12:15:14 am by DaredevilDave »
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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #63 on: October 05, 2017, 03:23:53 pm »
Nah, I doubt most people have arcade controls mapped to the hat interface, I just meant people with gamepads.  Unity is an odd beast.... been researching it for our racing game (no I haven't forgotten about doing that, I've just been busy) and it'll be feature rich in one area and lacking even the most basic functionality in others. 

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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #64 on: October 05, 2017, 08:34:16 pm »
I don't know what to think of Unity. I've used it for years and I know it well so it's hard to switch. But man - there are important bugs that have persisted for years. Streaming OGV vids (OGV, say what?) have no audio still. Years later and nobody knows why and it is not fixed. Just ignored. Input is atrocious. The new lighting engine is weird. But Unity's great in a lot of ways.

Speaking of racing games, when I made Daredevil Dave I used wheel colliders. That was a lot of fun for a two wheeled machine (not). Hard to fault Unity for that one though. But ya wheel colliders - ---steaming pile of meadow muffin--- have fun.

One good thing is all the user made addons. It's very impressive and many are necessary. Definitely check the asset store. Some people have done a lot with car physics, sway bars, traction and stuff. And the ability to make games for Windows, Linux, Mac, iOS, Android, Wii, etc etc, is very cool, and works pretty well.

And Unity has a strong support community. I figured out everything on my own, I mean I work alone. Myself and the forums were all I needed. :)
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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #65 on: October 07, 2017, 12:36:40 am »
Working on finishing the explosion "flash". It doesn't really invert the colors, though I use that term. This is getting pretty close to how the real game looks.

There are these shadow like things that appear when the flash comes. The stars and ships have them. The score just gets dark. I used two different sets of score numbers - one dark - and swap them when the flash appears. I got sick of trying to blend one set of numbers properly against both the black background and the flash, so... ;)

This is where it is as of right now. All the elements are in. They just need some adjusting.



This is also what "Hyperspace Mode" looks like in the real game. If you beat the game you get to play again, except the screen looks like it does during an explosion.

I am also going to add in the "incorrect" score symbols from the older game. It couldn't display double digits for score, so it showed some wonky symbols instead, then starts again at zero. I think that was fixed later(?) so I may make it optional. I need to look into that again.

These should be the last features I add to the game.  8)
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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #66 on: October 11, 2017, 01:33:46 am »
Since I'm hangin out here tonight, thought I'd share the latest.

Done
- added joystick support with custom setup.
- game is fully navigable with a joystick, including setup menus.
- joystick can be disabled.
- better looking explosion flash effect.
- ships "glow" effect now disappears with ship when dead.
- fixed small problems with ships audio.


To Do
- FIX mapping of Enter key with joystick
- FIX mapping of Enter key with joystick
- FIX mapping of Enter key with joystick

That's it. It's the stupidest thing. I assign the Enter key to a button using said button, as in MAME, and then the cycle loops because I've just used the new Enter key during the process. It actually works but it looks confusing for a particular reason that isn't worth describing. As if any of this is..

It should be the simplest fix but the mother ---smurf--- is eluding me! Every time I try to fix it - "Dude! We've checked that the button has been reassigned and/or is awaiting user input you stupid program, what is wrong with you (actually me, as always)....AAARGGG!?!?!!"

It's so lame but there it is, mocking me.  :badmood:  :banghead:  :dunno

Whew, sorry 'bout that.
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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #67 on: October 14, 2017, 12:55:36 pm »
Computer Space 0.98 Is Here!

This is a big update, and if no bugs are found or reported it will end up as version 1.0. It better, I'm running out of version numbers  :P

Done
- joystick support with custom mapping.
- game is fully navigable on a cabinet/joystick, including setup menus.
- joystick can be disabled.
- better looking explosion flash effect.
- fixed small problems with ships audio and graphics.
- Easter Egg if you're good enough!
- small bug fixes and tidying up.

- found a bug in the Mac version where the screen stretches to fill the screen. I already tried to fix it and failed and I just don't care about the Mac version enough to do it, sorry. Maybe later.

The game supports joystick button numbers 0 - 16.

The X Axis on any joystick controls player ship left and right. Buttons can also be mapped to this.
If this doesn't work for some people, the joystick can be disabled and you can use "Joy2Key" or similar to map your own special controls.

I did a lot of work on the explosion effect. I need to see this game on my CRT monitor still :)

About the scoring:
For those familiar enough with the original, I went with double-digit scoring rather than single digit as in the early CS models. I could add single digits (plus the score display bug) but I thought a fixed version would be better for actual play. Besides I may add a second player, and the two player versions had double-digit scoring.

I may add that feature though as I do want the game to be as "authentic" as I can get it.

 :cheers:  ;D  8)

Downloads:

Computer Space v 0.98

Windows 32/64 bit
Windows 32/64 bit version 0.98
Linux
Linux version 0.98
Mac / OSX
Mac version 0.98


or go here (marquee, wheel art and snap videos are here as well)
http://www.mdigitalmedia.com/computerspace/


« Last Edit: October 14, 2017, 01:29:55 pm by DaredevilDave »
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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #68 on: October 14, 2017, 07:26:19 pm »
Is it live or is it Memorex? One is mine and one is the original game.

I placed and sized the score numbers exactly where they should be (or damn close) in relation to the screen and the background stars. I tried to make everything perfect.

I see the saucers are a little different. I'll fix that for v1.0  :-[ (ETA: I just fixed it)



Explosion flash below. Color is a lot different due to the photograph of the real game (I hope)
« Last Edit: October 14, 2017, 07:40:06 pm by DaredevilDave »
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Re: "Computer Space" Clone Project - Anyone Interested?
« Reply #69 on: October 21, 2017, 02:52:27 am »
If there are no more bugs to report than I will release version 1.0 in a few days.

I am going to fix the saucers aiming a little bit, and I made some changes to their size.

Yep.
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Re: "Computer Space" Clone (1st Video Arcade Game) - Now Available!
« Reply #70 on: October 25, 2017, 07:20:00 pm »
Computer Space v1.0 Available Now!!!

Step right up and get your free copy of my brand new Computer Space sim!

What Is Computer Space?
Computer Space was the first coin operated video arcade machine and was released in 1971.

Computer Space is a very rare game (about 1,500 were built) and there are no ROMs or emulators available, so I recreated the game. I spent a lot of time getting the details precise to bring as much of the original gameplay to this as possible. It took me a bit longer to complete than I'd planned (what doesn't), but the game is finally complete.

MAME, Hyperspin, MaLa
Computer Space was designed for incorporation into most MAME/Arcade front end systems, like Hyperspin and MaLa. If your FE of choice can run EXE files than you can run Computer Space, no problem.

Screenshots
Ultra-HD Graphics! ;)
I fixed the look of the saucers a little bit. Subtle but I wanted it to be accurate.


MAME style menu


One is the real game:


Running in my custom homemade front end (screenshot from video):


Youtube Video:


Downloads


Marquee


Wheel Art


Snap Image


Snap Videos (right click and Save As...)



Website
http://mdigitalmedia.com/computerspace/index.htm

Game Downloads:

Computer Space v 1.0

Windows 32/64 bit
Windows 32/64 bit version 1.0
Linux
Linux version 1.0

« Last Edit: October 28, 2017, 05:02:59 pm by DaredevilDave »
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rovingmind

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Re: "Computer Space" Clone (1st Video Arcade Game) - Now Available!
« Reply #71 on: October 25, 2017, 07:22:45 pm »
I've been away from the forum for awhile but have finally wandered back since i quit being lazy for awhile and actually managed to work on and actually fire up my cabinets. 

props to you sir for undertaking this project.  I have thought (like most of us who end up seeing computer space) of making one of the cabinets.  For anybody that actually does, this is an excellent solution.

  I do have one question though about the mac version.  before i download it, what is the oldest version of osX that is supported?  I've a mac mini getting shoved into a bondi blue imac running 10.7 for the wife.  I might put this on there.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHH!!!!!

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Re: "Computer Space" Clone (1st Video Arcade Game) - Now Available!
« Reply #72 on: October 25, 2017, 07:29:49 pm »
I've been away from the forum for awhile but have finally wandered back since i quit being lazy for awhile and actually managed to work on and actually fire up my cabinets. 

props to you sir for undertaking this project.  I have thought (like most of us who end up seeing computer space) of making one of the cabinets.  For anybody that actually does, this is an excellent solution.

  I do have one question though about the mac version.  before i download it, what is the oldest version of osX that is supported?  I've a mac mini getting shoved into a bondi blue imac running 10.7 for the wife.  I might put this on there.

This should run on your Mac machine.

All of my previous games run on my old Mac Mini that (IIRC) is running Snow Leopard.

One thing about the Mac version: It is best run on a 4:3 aspect ratio monitor (as opposed to widescreen), otherwise the screen will stretch rather than adding black bars as in Windows. I tried to fix this but did not.
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Re: "Computer Space" Clone (1st Video Arcade Game) - Now Available!
« Reply #73 on: October 25, 2017, 11:29:06 pm »
Congrats on getting to 1.0! Runs fine for me, but that doesn't change the fact that I suck at it.

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Re: "Computer Space" Clone (1st Video Arcade Game) - Now Available!
« Reply #74 on: October 26, 2017, 12:42:23 am »
awesome, happily the 90's era imac had a 14" crt in it, i've shoehorned in a 4:3 lcd panel so it should be hunky dory.  I'll probably have to wait until after halloween to give it a go on that machine.
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Re: "Computer Space" Clone (1st Video Arcade Game) - Now Available!
« Reply #75 on: October 26, 2017, 01:43:59 am »
Glad to get some feedback thanks to you both! Good to hear about the screen!

I'd like to hear if anyone uses the Mac version. Mine stopped working for me, and I mean all past versions too. Might be a setting left behind from old runs. Funny - I tried to fix the screen stretch issue and next thing I know nothing works. Hmmm it could be this other thing I did. I'll look in a few days.

I do have a few things I'd like to improve. I'm glad the game is hard to play! The saucers have a few weaknesses that I should fix so was worried about that.

I should add a second player. It would be easy. In fact a second player would make the game so much more fun once you master the AI player.

Thanks everyone!!!!!

 :cheers:  :applaud:
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Re: "Computer Space" Clone (1st Video Arcade Game) - Now Available!
« Reply #76 on: October 28, 2017, 11:27:47 am »
on mac osx 10.7.5,   2ghz core 2 duo mac mini, 2gig of ram,  the game does the happy bouncing opening thing, then quits with out any error message.   Not able to test actual gameplay.  :(
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Re: "Computer Space" Clone (1st Video Arcade Game) - Now Available!
« Reply #77 on: October 28, 2017, 04:16:18 pm »
do you have a 64 bit version for linux?

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Re: "Computer Space" Clone (1st Video Arcade Game) - Now Available!
« Reply #78 on: October 28, 2017, 04:30:18 pm »
on mac osx 10.7.5,   2ghz core 2 duo mac mini, 2gig of ram,  the game does the happy bouncing opening thing, then quits with out any error message.   Not able to test actual gameplay.  :(

Okay thanks. It used to work and suddenly it doesn't for me either. I may have checked a box that I shouldn't have. I'll see.

Linux 64 bit: I can make a 64 bit version, didn't even think about it. Do I need to? I don't use Linux so I don't know. I can make a universal 32/64 bit build.
« Last Edit: October 28, 2017, 04:59:36 pm by DaredevilDave »
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Re: "Computer Space" Clone (1st Video Arcade Game) - Now Available!
« Reply #79 on: October 28, 2017, 04:48:34 pm »
Not having luck with the OSX version. Even the old versions that worked don't now. Dude? So a newer version must have left an old setting behind, although I don't know why that would affect anyone else.

My tendonitis is really bad lately and I am not going to be able to fix the OSX version right now.

If you'd like to try some older versions:
http://mdigitalmedia.com/computerspace/files/computerspace_osx_v098.zip
http://mdigitalmedia.com/computerspace/files/computerspace_osx_v097.zip

I'll try one more thing right now and see if it works.

I can do the 32/64 bit Linux version. I have never tested the Linux builds.

ETA:
I can't get the OSX version to work yet. My apologies.
« Last Edit: October 28, 2017, 05:01:26 pm by DaredevilDave »
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