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New game: SolarGun 1.0
(that gif capture bugs a bit, but anyhoo..)
iki.fi/sol/zip/solargun10.tap - tap file
https://github.com/jarikomppa/speccy - sources
http://iki.fi/sol | http://iki.fi/sol/speccy/ | https://github.com/jarikomppa/speccy
http://goo.gl/q2j0NZ - make ZX Spectrum choose your own adventure games, no programming needed (release 3)
http://goo.gl/q2j0NZ - make ZX Spectrum choose your own adventure games, no programming needed (release 3)
Thanked by 1abelenki
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Download the latest version of Bomb Munchies Ver2210 4th July 2020
Occasionally it feels like my shots don't have any effect on some of the asteroids. Are some of them indestructible/multi-shot targets? Or could it be that there two rocks in the same place and it's only destroying one of them?
It's a nice effect that the sprites leave decaying trails; that's not a problem since the lead sprite is re-drawn and clearly masked each time. But the changes in the background as it scrolls are too flickery, and draw attention away from the target objects.
If the issue is how much data can be re-drawn each frame, then perhaps the background could move in sine-wave like ripples, such that a different pattern of rows are updated each frame?
- IONIAN-GAMES.com -
I'd prefer a starfield, but can live with the background and scrolling text, though they do give it a bit of a tech demo feel. I was going to suggest a bonus for 3 at once, but as the screen fills up that tends to be a given!
:((
If I end up making a 2.0, I'll take these all into account. I have some ideas of how to make this more like an "actual" game, with less random elements, but we'll see if I pick up on it. In the meantime, the sources are available for anyone to hack if they wish.
A little bit of background: I've been making some "base tech" for some time and figured that I need to make a "whole game" next in order to get forward. A simple shmup seemed like the way to go, and while making it over the weekend (I'd estimate under 8 hours of actual work for the whole game), it did expose a few holes in my routines, like input, including joystick support.
Audio remains to be a problem, although I could ditch the unnecessary scroller and spend all that time just playing sound every frame =)
http://goo.gl/q2j0NZ - make ZX Spectrum choose your own adventure games, no programming needed (release 3)
http://goo.gl/q2j0NZ - make ZX Spectrum choose your own adventure games, no programming needed (release 3)
Scored 844
Shite!
Nice hacking :)
http://goo.gl/q2j0NZ - make ZX Spectrum choose your own adventure games, no programming needed (release 3)
Right, it's on.
This will not work, because according to Z80 Manual, you have to re-enable interrupts inside the interrupt handler routine. So a simple RET (or RETI) won't cut it.
If you don't ever use HALT instruction, it will "appear" that it's working, but it's not, because interrupts will remain disabled after the first time the handler runs.
If you use a HALT instruction (to sync with the screen refresh), it will lockup forever, since interrupt handler never enabled interrupts (EI) before returning, hence HALT will wait forever for interrupts to be enabled again.
I EI just before HALT, otherwise keep the interrupts disabled.
http://goo.gl/q2j0NZ - make ZX Spectrum choose your own adventure games, no programming needed (release 3)
... Kio !
Ok, with that extra condition it will work.
However, if you are managing 50Hz frames, it should be exactly the same, so enable (EI) inside interrupt handler, or just before HALT. But this way you can use the #FF address table and RET hack.
:-p
Download the latest version of Bomb Munchies Ver2210 4th July 2020
I have to finish my own game in time for the ZX-DEV-2015 contest deadline.