Main Page
Now Browsing
History
Limitations
Graphics
Music
Levels
Gameplay
Script
Links
Download

Last updated: 20.06.2008

June.20.2008: After a week of discussion, hints, chitchatting about both minimal dedicated trimmings and shmups guidelines in general, here comes a slightly improved version of the test demo!

download the test demo v2
 

June.13.2008: Kick here, hit there, go left, run right, do it do it do it, and in the very end a very important day finally comes. Today is Friday 13 June 2008, and today the XeO3 Test Demo finally has seen the light!

download the test demo

Download the pack right now, and you will able to play a complete test level, in order to have a look to the basics of gameplay: even though raw yet, and with advanceable plain shot only, you're gonna fight against hordes of baddies in order to clean up the scene, collect coins to keep your weapon up, and reach the end of the level.
This Alpha1 release also includes the sources in order to allow you to modify the game, editing and creating from scratch your own attack waves. To perform this, have a look to the simple Script we used, otherwise read more about it on the XeO3's Wiki.

Play it deeply, feel free to edit it, then spend a couple of minutes in order to write back to me criticisms, proposals, appreciations or disgust!

May.19.2008: Another big period of no work, Mike had a hard slice of winter. And, of course, we are back. About me, there are several new sprites behind the scenes, ready to run on our screens. Moreover, read about weapons enhacement's current rules now on Gameplay, and see the final version of our panel in Graphics, including a working powerbar.
Now, baddies shoot at you, it's starting to get difficult to reach the end of level!
November.11.2007: Bah, I had never linked the YouTube video about Mike playing the game. My fault, bettere later than never, I added it in Download.
November.07.2007: We talked about a definitive weapons and pickups system, one that can fit into the little code's memory left and still being fun for the users'fun. Hence, the Weapons chapter in Gameplay has been changed with a new version, in which the most important news are about the initial plain shot, which has to be considered as a real 4th weapon, with its own enhacement table.
November.06.2007: On the project again, another fight against "real life ©".
Great news I can see to the horizon, regarding a public test level to play, a real weapons and pickups system and so on. But all this you can read on the blogs.
Concerning this official site, I finally changed the panel, much more coloured than the previous one, and you can see it in Graphics. Oh, not easy to spot this, but the 6 framed up/down fire pickups now have one more animation frame in order to look smoother than before. Also, level1 map changed undetectably, and, finally, something fills.Levels chapter.
Oh well, just to wait for the weapons system, lemme add the latest version of our common text regarding weapons implementation in gameplay...
January.10.2007: Okokok, the year 2007 will be the XeO3 year, for sure!
And now we have a new blog, a new version, a new porting: Kay Russell is the man who will take our project on the Spectrum side, and his blog is the 3rd of the family, Russell's Technobabble!
Well, to be honest, there's also a 4th unofficial porting for Amstrad CPC464, but at the moment we wanna consider it by far, and in a near future...we'll see.
Well, I'm building up the 2nd level's map, cause the graphics for it is 95% complete, and Mike, after some walking in the hardware experimental side, is coming back quickly to deeply rewrite the heart of our game: the sprites'cache.
But hey, there are better defined facts about Music, and you can just listen to it (1st and 2nd level, intro, game over, end level) in streaming. So don't waste more time and go here!
September.29.2006: If you check the Download section, you'll find the very first demo about our project. Watch the whole stuff moving on your monitor, much better if your monitor is a Commodore signed one. This would be the first only, in a long series of public releases that should take us straight to the final stage.
Moreover, now we have two blogs: Mike offers us daily news about the state of coding on his own blog:
Dailly's Techblog
Slowly but surely, this homepage will undergo a decisive rebuilding step by step, following all the changes in graphics, music and most of all gameplay, until it will become a stable concept to be described and followed.
As you can see, we keep going.
January.15.2006: Three. Three years. Unbelievable.
After three loooooong years, the project is resurrected from its grave, and drives toward its aim at constant speed.
So many characteristics are completely changed, from the levels to the graphics, the music, the weapons system, the gameplay and so on. This means that the largest stuff we'd shown in this site must be cutted off: this homepage will contain everything about the game, but that will happen only when some sure facts will be achieved.
I would invite all the ppl interested in the evolution of our ambitious project, to follow all the steps in the making of it on a little but useful weblog (online in a couple of days by now):
The XeO3 WIP Weblog
January.15.2003: Can't believe it: 11 months without refreshing news! Tons of water passed under the bridges in this looong timeslice, but now Mike's back with a bit more spare time to spend in our ambitious project, and he's making an early playable demo right now! There's a new icon to click on the left. So DO IT and come chatting with the authors and other cool dudes in the #xeo3 channel! Links chapter is updated and the whole site has been refreshed a bit.
February.14.2002: SidPlay2 is great, so I converted all the sounds to MP3, easy to use for everybody. Obviously, in the Music section...
February.04.2002: Sprites at last. Run in the Graphics chapter to watch the cute results. Other cool news: the fresh born magazine "Retro Computing Today" will follow the making of this game. Go get a sample issue at: http://members.aol.com/retrocomtoday/index.htm
January.29.2002: Jeez, how many months passed! I had to work hard, though I drew all the basic sprites, enough in order to code a playable demo. Next, on this site! By the way, I suggest you to download the new SidPlay2, that features cycle-exact SID emulation. Try it with files you find in Sid.zip and lemme know wadda you think about!
August.15.2001: Some improvements about music, in order to talk clearly; see the Download chapter.
August.12.2001: Level 2 music completed and quickly added! I also replaced everything regarding the Level 1 music, and now it plays with the correct frq table.
July.17.2001: Some text added in Limitations section.
July.11.2001: Some minor improvements...
July.09.2001: Music on! Run in the Music section in order to listen all the available sound of the game. I know, lotta day ran away...but both Mike and I hadn't got no spare time. We'll find free time slices during next months...promise!
May.29.2001: Ooooh! Lotta time's passed...but now the Download chapter starts to be filled!
May.02.2001: Added some text to example tunes.
April.30.2001: The site is complete! All chapters are up! Please come back periodically in order to see any further addition.
April.28.2001: Graphics chapter here now! Some text errors corrected.
April.26.2001: Lotta things added and lotta little refinements too! FatMan released just for me a new version of his level editor cutting off all the bugs and with a 'save BMP' option including 39 of 40 characters in width; you can see the results in the Levels chapter. Music and Links chapter are also up, don't miss them!
April.23.2001: Levels chapter are up! I also swap the useless Contacts chapter with the better tasting Download one.
April.21.2001: History and Limitations chapters are up! These should not change in time, unlike the other chapters.
April.19.2001: The site is empty but online, and this really counts, no? ;)