Posts Tagged ‘game’

Workprint – July 2017

Wednesday, July 12th, 2017

Yes I’m running late with the workprint post again (or perhaps I should say “as usual”) but, now that I’ve settled back into playing with game code, there’s been some time over the last couple of weeks spent dabbling with Z80 and quite a bit of head scratching about how to do software sprites; I’ve got a sort of working routine on the Spectrum which lacks proper X movement right now, but a lot more thought is required because it can only deal with three or at a push four objects per frame that are ten by ten pixels. That’s crappy and I know the problem is down to my Z80 “skills” being tragically weak, although another project that shall remain nameless for the moment has recently taught me a few things that might help.

On the 6502 front, I’ve been doing a few tweaks to Hammer Down that have been pending for ages so that’s slowly creeping forwards. There’s also the option of doing a small, reasonably well documented C64 game perhaps under the Backward Engineering label (since it hasn’t seen action for a while) to release via C64CD but I haven’t decided what exactly. My “default setting” is a scrolling shooter of course and part of me is tempted to write something with a simplified attack wave engine similar to the one in Ash & Dave’s Pirates In Hyperspace where the enemies have speed values for X and Y which all get changed when a timer expires. C64CD releases are meant to be simple so should I boil the design down to the bare minimum like that or do something a little more involved I wonder? Again, further mental gymnastics are needed…

Workprint – April 2016

Monday, May 2nd, 2016

I’m getting a bit behind on the “how it works” posts again, aren’t I…? Anyway, here comes a quick update from Chez Roundabout regarding ongoing code, although you’ll have to excuse the lack of screenshots because, whilst some bits are done or at least close to working, it isn’t quite the right time to be showing them publicly!

Hammer Down now has cover artwork from Trevor Storey and a loading picture by Steve Day, both are in the style of Mastertronic’s classic Action Biker which was one of the main inspirations for the game in the first place along with The Last V8 and Code Masters’ Red Max, not what I was expecting and utterly, fantastically right for the game. At some point during this coming week the current Cosine greetings list will need inserting and then I can roll out a build for tape and disk mastering for Kenz at Psytronik, hopefully dealing with that particular albatross once and for all. And I know that sounds unusually negative, but the last month or two of that project left me not wanting to write game code over a year ago and nothing has changed since.

As far as demos go, the next C64CD project is in the design phase (in other words I’m searching through 1980s releases for elements to “borrow”) and is going to target a platform I haven’t previously released for on that side of things, but no specifics yet in case I change my mind! MD201605 on the other hand is another C64 release and probably about 75% done at this point; along with showcasing a great piece of music from aNdy, will also be making good on my previous promise to produce a simple, heavily documented DYCP routine. Don’t worry, it won’t just be a regular DYCP because I’m throwing in a couple of other classic routines at no extra charge!

There’s another demo project in the wings as well, a multi-loading affair if all goes to “plan” which is destined for release at Sundown in mid July with Andy doing the music and Sean providing a little code. I’m nowhere near certain as to if I can make the party itself since I don’t drive and Budleigh Salterton is a serious trek even when I’m only taking a laptop, C64, Turbo Chameleon and a small TFT display, but this is the last instalment and I didn’t get to any of the others so perhaps it’s time…?

Workprint – June 2015

Monday, June 1st, 2015

Whoops… so last month’s workprint got a little “lost” but there wasn’t much going on so that’s okay; there’s only a couple of things for me to waffle about this time so we’ll start with Hammer Down which, after a slight deviation where Sean said he wanted to extend the music and asked for another 512 precious bytes of memory, is now officially finished. And yes, it’s quite difficult to type when you’ve got your fingers crossed.

The second thing is that I’ve been in a somewhat demo-ish mood of late so have started drawing logos and doodling code ideas; there are plans over at Plus/4 World for a new instalment in the Cracker’s Demo series and I have half a part written which should be using this logo…

…and, because I’m “oldschool”, raster effects (but since I’m used to keeping demo ideas under wraps, the specifics will remain shrouded in “mystery” for the moment). After that things are somewhat vague right now, with just Blok Copy for the Plus/4 announced and a couple of other games currently under my hat

2016 is also Cosine’s 30th anniversary and I really want to get some demos and possibly even another game out the door during that year… and I do have a bucketload of mostly C64 prototypes right now, so if anyone wants a party invite or BBS advert it might be worth getting in touch!