1K Hires : Asteroidbelt
1K Hires : Asteroidbelt
Just quickly coding a small game with setting UDG's on lines.
Re: 1K Hires : Asteroidbelt
Ah yes - another great idea
Rich Mellor
RWAP Software
RWAP Adventures
SellMyRetro
Retro-Printer Module
Also Involved in:
Icephorm
RWAP Software
RWAP Adventures
SellMyRetro
Retro-Printer Module
Also Involved in:
Icephorm
Re: 1K Hires : Asteroidbelt
The actual screen is 96 bytes. 2 udg per line possible, udg are 8 bytes each.
So you can make any game with 2 udg per line in a 16x24 screen.
Only rule for the udg, final position must be blank.
So the actual udg may be 8x7 pixels.
So you can make any game with 2 udg per line in a 16x24 screen.
Only rule for the udg, final position must be blank.
So the actual udg may be 8x7 pixels.
Re: 1K Hires : Asteroidbelt
Dr. Beep does it again!
Re: 1K Hires : Asteroidbelt
Vertical movement (the travelling through the asterpoidbelt) now working.
Also collission already detected. Now adding some explosion UDG.
After that controls, score and speeding up after certain score.
Size sofar: +/- 400 bytes.
Also collission already detected. Now adding some explosion UDG.
After that controls, score and speeding up after certain score.
Size sofar: +/- 400 bytes.
Re: 1K Hires : Asteroidbelt
With horizontal movement I could make a kind of flappybird in 1K and hires.
Only problem would be when 2 walls and a bird would be on 1 line, but you can also make a game where a bird must fly from position to position
and when you make 2 positions on 1 line impossible it is solved.
Only problem would be when 2 walls and a bird would be on 1 line, but you can also make a game where a bird must fly from position to position
and when you make 2 positions on 1 line impossible it is solved.
Re: 1K Hires : Asteroidbelt
Right,
as said it was a quicky.
It is also a small game, so a lot can be added.
The game is 590 bytes (screen and stack accounted for), so still a lot of space left for additions.
So here is the first gameplay.
LATEST VERSION ON PAGE 2
After loading some garbage is on screen. That is just bytesaving code, it is cleared after starting.
(Re)Start the game with NEWLINE.
Controls
1 = left
2 = right
Each 'scroll' is 2 points. Each 1000 points speed is increased.
as said it was a quicky.
It is also a small game, so a lot can be added.
The game is 590 bytes (screen and stack accounted for), so still a lot of space left for additions.
So here is the first gameplay.
LATEST VERSION ON PAGE 2
After loading some garbage is on screen. That is just bytesaving code, it is cleared after starting.
(Re)Start the game with NEWLINE.
Controls
1 = left
2 = right
Each 'scroll' is 2 points. Each 1000 points speed is increased.
Last edited by dr beep on Wed May 18, 2016 9:29 pm, edited 2 times in total.
Re: 1K Hires : Asteroidbelt
Well,
What must be added?
I am thinking om ZXPAND-support (app 40-50 bytes max) and a scrollmessage in lowres at the bottom, but with 2 pixel perfection.
What would you have added?
BTW hires can count along during gameplay without cost of bytes.
What must be added?
I am thinking om ZXPAND-support (app 40-50 bytes max) and a scrollmessage in lowres at the bottom, but with 2 pixel perfection.
What would you have added?
BTW hires can count along during gameplay without cost of bytes.
Re: 1K Hires : Asteroidbelt
Been thinking of another game using this technic.
On the ZX Spectrum I coded a oneliner (basicgame in 1 line, not possible on ZX81) which had a bat and served balls in the air which bounced and each time bounced less high. Trick was to keep as many balls bouncing as possible.
Since each column only needs a ball and a bat you can code this game with this screen.
Only thing is that the game would become horizontal.
So we need to think of an explanation (vertically was gravity) how rebouncing is possible. Some elastic on the ball?
On the ZX Spectrum I coded a oneliner (basicgame in 1 line, not possible on ZX81) which had a bat and served balls in the air which bounced and each time bounced less high. Trick was to keep as many balls bouncing as possible.
Since each column only needs a ball and a bat you can code this game with this screen.
Only thing is that the game would become horizontal.
So we need to think of an explanation (vertically was gravity) how rebouncing is possible. Some elastic on the ball?
Re: 1K Hires : Asteroidbelt
I think this will be the final version, although still 350 bytes free.
Other asteroid UDG, flashing message when speeding up after each >1000 points.
Also ZXPAND support.
Needs to be tested.
LATEST VERSION ON PAGE 2
So love to get testingresults, some feedback before publishing.
Other asteroid UDG, flashing message when speeding up after each >1000 points.
Also ZXPAND support.
Needs to be tested.
LATEST VERSION ON PAGE 2
So love to get testingresults, some feedback before publishing.
Last edited by dr beep on Wed May 18, 2016 9:29 pm, edited 1 time in total.