Crystals of Xaz is a Dreamcast and Gamepark game written using Fenix. More information about Fenix for Dreamcast can be found at http://atari.vg-network.com.
Work continues steadily on the game, and it's shaped up to be really fun! I'm currently rewriting the enemy generation code to support multiple enemies, added level (now called Quadrants) transitions, bonus enemies that fly across the screen and drop items when shot, the ability to warp ahead levels, "skil-step" code (allows you to select a starting level based on the last level you finished, a la Tempest arcade game), and have found an artist to whip up some real graphics for me. There have been so many changes in the past month that the original code I worked from (Istappen, http://fenixonfire.gp32x.de/html/sources.html, scroll to the bottom) has been completely obliterated and none of the original code has been retained. I've attempted to contact Chui about adding VMU saving to the fenix codebase so I could implement high score saving for the DC version, but he's extremely busy and I haven't heard back from him. High score saving will be a definite for the GP version.
Here's a current screenshot using placeholder sprites:
Timeframe for release is "when it's finished", as I don't like to toss things out there just to say I put something out, and want to create a homebrew game using Fenix that will be playable, complete, and fun.
Work continues steadily on the game, and it's shaped up to be really fun! I'm currently rewriting the enemy generation code to support multiple enemies, added level (now called Quadrants) transitions, bonus enemies that fly across the screen and drop items when shot, the ability to warp ahead levels, "skil-step" code (allows you to select a starting level based on the last level you finished, a la Tempest arcade game), and have found an artist to whip up some real graphics for me. There have been so many changes in the past month that the original code I worked from (Istappen, http://fenixonfire.gp32x.de/html/sources.html, scroll to the bottom) has been completely obliterated and none of the original code has been retained. I've attempted to contact Chui about adding VMU saving to the fenix codebase so I could implement high score saving for the DC version, but he's extremely busy and I haven't heard back from him. High score saving will be a definite for the GP version.
Here's a current screenshot using placeholder sprites:
Timeframe for release is "when it's finished", as I don't like to toss things out there just to say I put something out, and want to create a homebrew game using Fenix that will be playable, complete, and fun.