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November 27, 2020, 08:48:01 AM

Author Topic: ZX Collection Vol #1  (Read 7791 times)

Offline 3DzForMe

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Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #45 on: February 23, 2019, 05:23:46 AM »
Quote
I like to add new challenges when doing a comp entry to push myself to do new things ;D

Yeah, I'm a bugger for doing that myself, I think... Hmmm, I wonder if I could work some of this or that in as well... you usually can but in my case make my generic room handler do simple things like letting you turn a light on gets a bit head achey.

I've got all my rooms with responses to what you can do in them in a multi-dimensional array, arrays are great ;D

Offline Qube

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Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #46 on: February 25, 2019, 07:15:16 AM »
No screen shots or videos to post yet ( soon ). But tonight I revisited my colour clash code as it was performing slow. After a lightbulb moment I managed to lob off 300+FPS on that routine alone \o/

I also finished off the movement, climbing, jumping and falling for this particular part of my game. As I’m dealing with such a small resolution I had to add in coordinate reset code as delta time movement isn’t the best when dealing with pixel perfect constraints.

Also been creating some ZX 128-ish music which has been a whole heap of a challenge. I’m sure I’ll finish my game in time, I just need to learn the art of not sleeping or doing real life work stuff ;D
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Until the next time...

Offline MrmediamanX

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Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #47 on: February 25, 2019, 07:48:57 PM »
Also been creating some ZX 128-ish music which has been a whole heap of a challenge. I’m sure I’ll finish my game in time, I just need to learn the art of not sleeping or doing real life work stuff ;D

dooood ... i'm here just waiting till drop time. ;D

Offline Qube

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Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #48 on: February 26, 2019, 03:29:50 AM »
Quote
dooood ... i'm here just waiting till drop time. ;D
Mine won't be dropping until the last minute at this rate :o - Micro steps is all I'm managing at the moment :(

But today I did get around to heavily improving some code I did on a previous comp to fit more into my slow improving framework. Look at this lovely new command :

Code: [Select]
CreateEnemy( 1, 8, 16, 0.50, 9, 3, "R9R9L9L9" )
What that does is create an "enemy" at x / y coordinates, speed of movement, frames of animation, animation speed, animation movement string

The animation movement string is a simple L R U D ( left, right, up and down ) and the next value is how many tile map pieces it moves by. As it only takes one parameter for movement you do need to do something like R9R9 to move right 18 tile map pieces, but it keeps the code all streamlined.

Then in my main loop I have another command called HandleEnemies() which does all the magic of movement and animation on my tile map code. Makes it super easy to created animated moving enemies on a set repeated path. I'll be improving the animation string functions overtime but for now it does the job.

Well, wasn't that exciting to read? :P

Keeping with the boring stuff, here's my favourite created function *ever* :

Code: [Select]
SpriteZX( fImage, fXPos, fYPos, fScale, fAngle, fColour )
Draws a sprite from the ZX Spectrums palette of 16 colours but also handles colour clash between other sprites and the tile map. Super awesome! ;D

Anyway... Super exciting video's will be arriving soon soon :))
Mac mini ( 2018 / 2020 ), 3 GHz 6-Core Intel Core i5, 16 GB 2667 MHz DDR4, 1TB NVMe, eGPU Radeon Pro 580 8 GB, LG Ultragear 27GL83A-B 27 Inch
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Until the next time...

Offline MrmediamanX

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Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #49 on: February 26, 2019, 04:01:53 AM »
Nice ... I should throw up my basic blitz3d zxspeccy test somewhere.
its just a base test with no collision but its a thing guess. :D

Offline Xerra

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Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #50 on: February 26, 2019, 07:11:02 AM »
It's the simplest functions that you end up using the most. This is the one I use more than anything else in my base project file for new games:

scrTextInit(c64Yellow,fntC64,fa_middle,fa_middle);


and the script it's calling:

/// @desc scrSetText(colour,font,halign,valign)
// @argument0 colour
// @argument1 font
// @argument2 halign

// @argument3 valign

// (C) Tony Brice - 10/03/2018

// Allows one line setup of major text drawing vars.

draw_set_colour(argument0);
draw_set_font(argument1);
draw_set_halign(argument2);
draw_set_valign(argument3);


Literally just sets the colour, font with the horizontal and vertical align for the next text draw command and I couldn't live without it /nerd

Offline Steve Elliott

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Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #51 on: February 26, 2019, 11:30:19 AM »
Quote
Look at this lovely new command :

Code: [Select]
CreateEnemy( 1, 8, 16, 0.50, 9, 3, "R9R9L9L9" )

What that does is create an "enemy" at x / y coordinates, speed of movement, frames of animation, animation speed, animation movement string

Cool, a movement and animation script.
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Raspberry Pi 400, Pi4, C64, ZX Spectrum Next.

Offline iWasAdam

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Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #52 on: February 26, 2019, 01:43:29 PM »
I'm with Steve, animation and Movement script - well cool :)

Offline Qube

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Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #53 on: March 04, 2019, 02:08:10 AM »
Quick video showing a couple of levels of part of my comp entry. As you can see I've gone all out with the AAA artwork \o/. No music or sound is in this part yet and I've still loooooads to do.

Just in case you are wondering "Is that it???", then umm nope ;D

Here's a full HD Speccy video.. Enjoy some retro colour clash :))

Mac mini ( 2018 / 2020 ), 3 GHz 6-Core Intel Core i5, 16 GB 2667 MHz DDR4, 1TB NVMe, eGPU Radeon Pro 580 8 GB, LG Ultragear 27GL83A-B 27 Inch
Commodore VIC-20, 1.1Mhz MOS 6502 CPU, 5KB RAM, VIC ( 6560 ) GPU

Until the next time...

Offline MrmediamanX

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Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #54 on: March 04, 2019, 03:10:42 AM »
nice.

Offline therevills

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Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #55 on: March 04, 2019, 03:50:26 AM »
Cool! 8)

Online Derron

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Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #56 on: March 04, 2019, 06:46:26 AM »
I like the "gradient" the platforms upper and lower parts build - makes it look vibrant but still a bit more "3D" ("plastic"). It uses the limited color very well without trying to mimic "more colors".
Movement of the main char is pretty cute.


Hope you add a nice "swoosh" sound suiting to the particles when jumping.


bye
Ron

Offline Naughty Alien

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Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #57 on: March 04, 2019, 07:09:20 AM »
..i like it .. and for some reason, i think zombies should be able to spit on to player...hehehe..thats how they look like to me when they move..lol

Offline Steve Elliott

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Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #58 on: March 04, 2019, 10:54:28 AM »
Cool.  Neat particle effects too.
Windows 10 64-bit, 16Gb RAM, Intel i5 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb)
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Offline iWasAdam

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Re: Qube's 8bit-wars comp entry - Untitled project
« Reply #59 on: March 04, 2019, 12:04:52 PM »
Well cool, and again i'm with Steve - Great particles  8)

 

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