Final 1K hires game in progress: Iron Zxlider
Final 1K hires game in progress: Iron Zxlider
Well final, after this game I plan to do other things.
Still have a project on the ZX Spectrum and I am working on a faster ZX81-emulator for any ZX Spectrum which I want to pick up again.
As usual I plan to make a great game from every 10th game.
100 levels in Police Patrol
3 levels of Qbert
And now.... Vector Running will be base for game 30. https://vector-runner-remix.tresensa.com/
It will be called Iron ZXlider (say: slider), the moving object ressembles too much of an iron.
You can score points by ironing crinkles. Higher crinkles can be done by dropping on them. Hitting in front will end the game.
Also jumps from platform to platform.
Never was doing homechores more fun than this.
Still have a project on the ZX Spectrum and I am working on a faster ZX81-emulator for any ZX Spectrum which I want to pick up again.
As usual I plan to make a great game from every 10th game.
100 levels in Police Patrol
3 levels of Qbert
And now.... Vector Running will be base for game 30. https://vector-runner-remix.tresensa.com/
It will be called Iron ZXlider (say: slider), the moving object ressembles too much of an iron.
You can score points by ironing crinkles. Higher crinkles can be done by dropping on them. Hitting in front will end the game.
Also jumps from platform to platform.
Never was doing homechores more fun than this.
Re: Final 1K hires game in progress: Iron Zxlider
Screendisplay is like Blocky. First temporary screen already made.
First test on speed of bitwise shifting.
I thought it would be too slow, but the ZX81 is fast enough for it.
First test on speed of bitwise shifting.
I thought it would be too slow, but the ZX81 is fast enough for it.
Re: Final 1K hires game in progress: Iron Zxlider
With bitwise shifting you are almost at topspeed when you start the game.
I want to add gameplay over technical achievement so I tested byteswise movement in x-direction (y-direction will always be bitwise in Blocky-method.
This give so much potential in speed (slow on start speedier on progress) and you barely notice the bytewise movement
that this will be the method I will use. Collisiontest must be altered a bit, but no problem.
I want to add gameplay over technical achievement so I tested byteswise movement in x-direction (y-direction will always be bitwise in Blocky-method.
This give so much potential in speed (slow on start speedier on progress) and you barely notice the bytewise movement
that this will be the method I will use. Collisiontest must be altered a bit, but no problem.
Re: Final 1K hires game in progress: Iron Zxlider
Since I used Blocky-method as base I used the Blocky-source as a start.
Blocky has score at the bottom, but now on top so I can simply add the turbulence-effect.
This is just a 1 byte changing in the current hires display for several screenupdates.
298 bytes sofar...
Blocky has score at the bottom, but now on top so I can simply add the turbulence-effect.
This is just a 1 byte changing in the current hires display for several screenupdates.
298 bytes sofar...
Re: Final 1K hires game in progress: Iron Zxlider
Having a codersblock for the solution to shift lines but also add lines for the Zxlider.
Re: Final 1K hires game in progress: Iron Zxlider
Had the block for days and after posting I started to do something and it looks like it is possible in this way.
Re: Final 1K hires game in progress: Iron Zxlider
In december I had the display working, but the sorting of the lines was the next codeblock.
This week I thought of a method to solve it, but today I noticed that the screen is larger than 256 bytes and an index won't work. Still the idea is good so I was thinking of a small alteration in the idea and now the screen is 192+6+12=210 bytes in size.
The base is easy in sorting for a right display.
I hope to get further and finish the game, although next 2 weeks will need other attention (elections in NL, campaign).
This week I thought of a method to solve it, but today I noticed that the screen is larger than 256 bytes and an index won't work. Still the idea is good so I was thinking of a small alteration in the idea and now the screen is 192+6+12=210 bytes in size.
The base is easy in sorting for a right display.
I hope to get further and finish the game, although next 2 weeks will need other attention (elections in NL, campaign).
Re: Final 1K hires game in progress: Iron Zxlider
Yes,
finally getting somewhere and even better graphics possible.
finally getting somewhere and even better graphics possible.
Re: Final 1K hires game in progress: Iron Zxlider
Adding new lines almost ready.
There is a small bug, but that is probably the display and not the generating of the lines.
There is a small bug, but that is probably the display and not the generating of the lines.
Re: Final 1K hires game in progress: Iron Zxlider
Well,
it was the generating of lines.
Each new line must have a different height, but that was not checked in the routine.
At the cost of 2 bytes bug solved.
Next to do is correct:
constant display of the ZXlider.
After that:
movement (falling and jumping)
add of obstacles
collission and gameover
score
gameprogress (speed and turbulence)
Available 373 bytes (possible 32 extra when screen is moved)
Also reuse of sysvar still possible.
it was the generating of lines.
Each new line must have a different height, but that was not checked in the routine.
At the cost of 2 bytes bug solved.
Next to do is correct:
constant display of the ZXlider.
After that:
movement (falling and jumping)
add of obstacles
collission and gameover
score
gameprogress (speed and turbulence)
Available 373 bytes (possible 32 extra when screen is moved)
Also reuse of sysvar still possible.