ZX Collection Vol #1 - 8-bit Wars Entry

Started by Qube, March 30, 2019, 20:19:16

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Qube

QuoteSo 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.

Quote from: Imerion on April 04, 2019, 20:38:17
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 :)
Mac Studio M1 Max ( 10 core CPU - 24 core GPU ), 32GB LPDDR5, 512GB SSD,
Beelink SER7 Mini Gaming PC, Ryzen 7 7840HS 8-Core 16-Thread 5.1GHz Processor, 32G DDR5 RAM 1T PCIe 4.0 SSD
MSI MEG 342C 34" QD-OLED Monitor

Until the next time.

Derron

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

Qube

Quote from: Derron on April 04, 2019, 21:13:42
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 :


// 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 )
Mac Studio M1 Max ( 10 core CPU - 24 core GPU ), 32GB LPDDR5, 512GB SSD,
Beelink SER7 Mini Gaming PC, Ryzen 7 7840HS 8-Core 16-Thread 5.1GHz Processor, 32G DDR5 RAM 1T PCIe 4.0 SSD
MSI MEG 342C 34" QD-OLED Monitor

Until the next time.

Derron

Ahh .. so a predefined route. Thanks for the insight.


bye
Ron