October 19, 2019, 02:08:50 AM

Author Topic: ZX Collection Vol #1 - 8-bit Wars Entry  (Read 963 times)

Offline Qube

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Re: ZX Collection Vol #1 - 8-bit Wars Entry
« Reply #15 on: April 04, 2019, 09:09:48 PM »
Quote
So I would prefer "2)" to see all that jiggely-diggely-movement.

@ tunes
As the game plays from "80s on" and the basic game idea was "Mad TV" (which is done in the late 80s/early 90s) ... Just watch youtube for the "Mad TV Intro (DOS Version)" - or even more music "Mad TV - IBM-PC AdLib Soundtrack [Emulated]"
Will add in a jiggely-diggely-movement version ( movement and rotation ) when I add in the Windowed version. Tunes - OK, will give it a go.

Nice! These were really polished! I especially liked Galaxy Defender and Rescue Rob. Nice smooth feel to the gameplay. I'm impressed you managed to make four games for the competition when I barely managed one. ;)
Thanks, glad you liked it :)
Until the next time...

Offline Derron

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Re: ZX Collection Vol #1 - 8-bit Wars Entry
« Reply #16 on: April 04, 2019, 09:13:42 PM »
Think the color palette of your choice suits pretty well to "arcade games" (because of its vibrance and "differentiateability").


The enemy movement  in the first game / first level - is it a kind "move until you hit a wall/barrier/cannot-move"? If so how did you avoid that they climb up latters they just climbed down?.


bye
Ron

Offline Qube

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Re: ZX Collection Vol #1 - 8-bit Wars Entry
« Reply #17 on: April 04, 2019, 10:01:36 PM »
The enemy movement  in the first game / first level - is it a kind "move until you hit a wall/barrier/cannot-move"? If so how did you avoid that they climb up latters they just climbed down?.
The movement of the enemies is not random but down to a routine I did specially to handle simple enemy creation, animation, movement and collision.

Below is the setup for the enemies on level 1 :

Code: [Select]
// enemy type, x tile, y tile, speed, animation frames, delay between frames, animation, collision width, collision height, speccy colour
// animation string L R U D + tiles to move. if moving more than 9 tiles then repeat command, eg R9R2
// HandleEnemies() is called in game to do the magic.

CreateEnemy( 2, 8, 16, 0.25, 7, 6, "R9R9L9L9", 8, 14, 7 )
CreateEnemy( 1, 14, 11, 0.50, 9, 3, "R9R3L3L9R4U7R9R5L5L9D7L4", 11, 14, 7 )
CreateEnemy( 2, 32, 21, 0.25, 7, 6, "R9R9R9L9L9L9", 8, 14, 7 )
CreateEnemy( 1, 42, 4, 0.50, 9, 3, "R9R3D7R2L2L9L1R1R9U7L3L9", 11, 14, 7 )
CreateEnemy( 2, 34, 16, 0.25, 7, 6, "R4L4", 8, 14, 7 )
CreateEnemy( 2, 68, 5, 0.25, 7, 6, "L4R4", 8, 14, 7 )
CreateEnemy( 2, 82, 5, 0.25, 7, 6, "R4L4", 8, 14, 7 )
CreateEnemy( 2, 64, 11, 0.25, 7, 6, "R4L4", 8, 14, 7 )
CreateEnemy( 2, 86, 11, 0.25, 7, 6, "L4R4", 8, 14, 7 )
CreateEnemy( 2, 68, 16, 0.25, 7, 6, "L4R4", 8, 14, 7 )
CreateEnemy( 2, 82, 16, 0.25, 7, 6, "R4L4", 8, 14, 7 )
Until the next time...

Offline Derron

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Re: ZX Collection Vol #1 - 8-bit Wars Entry
« Reply #18 on: April 04, 2019, 10:03:41 PM »
Ahh .. so a predefined route. Thanks for the insight.


bye
Ron