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New game uploaded: Brixx
Posted: Fri Jul 10, 2020 10:19 pm
by AndyMt
So I managed to implement my first 3 power ups ?. Wasn't that hard. I also started some refactoring of the code. Looks already better now.
Now I have a basic sprite move/collision detection engine. The next power up will be a double laser cannon ?.
I'm thinking about implementing Space Inavaders
????
?
New game uploaded: Brixx
Posted: Sat Jul 11, 2020 7:37 pm
by AndyMt
Ok - so now version 0.6 is out. It features the mighty twin laser cannon ?.
The game now can have up to 20 sprites at once on the screen. Looks like at least the emulator is totally fine handling this. If the hardware comes close to that I'm not worried implementing a "real" shoot'em up game some day!
New game uploaded: Brixx
Posted: Sat Jul 11, 2020 8:05 pm
by StephenHorn
28 minutes ago, AndyMt said:
Ok - so now version 0.6 is out. It features the mighty twin laser cannon ?.
The game now can have up to 20 sprites at once on the screen. Looks like at least the emulator is totally fine handling this. If the hardware comes close to that I'm not worried implementing a "real" shoot'em up game some day!
The emulator will allow up to 128 sprites at once, which is the same as the VERA will support. Also, like the VERA, the emulator caps out after trying to draw roughly 640 sprite pixels per line. My
X16-Racer demo demonstrates this limitation, you can even see the effect in the screencap I posted.
New game uploaded: Brixx
Posted: Sat Jul 11, 2020 8:09 pm
by AndyMt
Well - 128 for sure is enough and to fill basically the entire screen with sprites isn't my goal ;-).
I'm more concerned about my game logic, collision detection etc. I'm implementing with cc65 in C. I wasn't sure if the performance will be fine or if I have to optimize some code in assembler. Looks like this isn't necessary.
New game uploaded: Brixx
Posted: Sun Jul 12, 2020 3:09 am
by BruceMcF
On 7/3/2020 at 6:27 AM, Sandmage said:
I don't think Arkanoid did that, but I remember playing a clone in the MS-DOS days and I remember that paddle/ball interaction wasn't really physically plausible, but it was fun. By the way, we're in the same timezone. ?
The brick buster in my 3ds collection of knockoffs of old arcade games divides the paddle into five zones. The middle zone always bounces the ball straight up, the outer edges bounces it at a sharp angle right or left, and the mid zones do a mild angle right and left. So there is no computation of angles, it's just the impact point. Typically physically impossible but once you get the hang of it, it can be fun.
New game uploaded: Brixx
Posted: Tue Jul 21, 2020 8:16 pm
by AndyMt
New version 0.7
?!
Now there is a title screen with music!
It doesn't play too well in the web emulator, at least with my laptop. It's fine with the native emulator (on Windows 10).
Can anyone try? If it's not playing on the "tryout" web emulator, I'll disable the intro music by default and upload a new version.
I'm pretty pumped that I managed to play music - and to find a royalty free VGM file. Thanks to Meits (www.meits.nl) the composer.
New game uploaded: Brixx
Posted: Tue Jul 21, 2020 8:42 pm
by StephenHorn
Everything's working for me with the Try It Now button. Feels great, good fun! Well done!
New game uploaded: Brixx
Posted: Tue Jul 21, 2020 8:51 pm
by AndyMt
Thanks a lot ? - then it's probably my browser or something else...
And it was also a lot of fun to code this...
New game uploaded: Brixx
Posted: Wed Jul 22, 2020 10:05 pm
by StinkerB06
Can you give me all the steps on how you load this in the emulator R37?
New game uploaded: Brixx
Posted: Wed Jul 22, 2020 11:00 pm
by StephenHorn
Download the ZIP file:
Unpack ZIP file into the same directory as the emulator.
Start the emulator.
LOAD"BRIXX.PRG"
RUN