Search found 330 matches

by Joefish
Sun Dec 09, 2018 4:39 pm
Forum: Programming
Topic: Accurate collision detection with tile block background
Replies: 8
Views: 163

Re: Accurate collision detection with tile block background

As an example, for falling between blocks, you can take the X pixel co-ordinate of your sprite's top-left corner, round it down to the nearest 16-pixel block position (divide it by 16, bit-shift it right four times, or simply AND 0xF0) then check the block below for solidity. Then take the X pixel c...
by Joefish
Sat Dec 08, 2018 1:21 pm
Forum: Showcase your work!
Topic: Submissions wanted: Woot! 2018
Replies: 23
Views: 813

Re: Submissions wanted: Woot! 2018

Maybe you're right. I didn't scroll far enough down the page to see all the other contents were given as links.
by Joefish
Fri Dec 07, 2018 1:37 pm
Forum: Showcase your work!
Topic: Submissions wanted: Woot! 2018
Replies: 23
Views: 813

Re: Submissions wanted: Woot! 2018

Just had a look at the wOOts in the archive, and they only have the main program. I'd expect them to have all the other programs as part of the TAP, or as separate TAPs in the same download..?
by Joefish
Wed Dec 05, 2018 7:21 pm
Forum: Showcase your work!
Topic: Advanced Spectrum Arcade Simulator
Replies: 20
Views: 487

Re: Advanced Spectrum Arcade Simulator

Actually, if you could do an isometric game as a third-person 3D platformer like 3D Mario, that'd be pretty impressive.
by Joefish
Wed Dec 05, 2018 9:30 am
Forum: Showcase your work!
Topic: "Go-Go BunnyGun", first screen grabs.
Replies: 18
Views: 1611

Re: "Go-Go BunnyGun", first screen grabs.

ZXDunny wrote:
Wed Dec 05, 2018 9:08 am
R-type, Savage, AMC et al would like a word :)
Ooh, controversy!

Image

It's kicking off! :lol:
by Joefish
Tue Dec 04, 2018 5:28 pm
Forum: Showcase your work!
Topic: Advanced Spectrum Arcade Simulator
Replies: 20
Views: 487

Re: Advanced Spectrum Arcade Simulator

Looks really good - I'd love to see an FPS version of an Ultimate or Ritman isometric game. Not sure how you'd do something like Manic Miner - maybe have successively higher platforms set back from one another so you jump 'into' the screen. Then to fall from a higher platform to a lower one you jump...
by Joefish
Tue Dec 04, 2018 1:42 pm
Forum: Showcase your work!
Topic: "Go-Go BunnyGun", first screen grabs.
Replies: 18
Views: 1611

Re: "Go-Go BunnyGun", first screen grabs.

It is tempting to just keep writing multicolour functions and never finish any actual games!
I think I'm also happy with my bog-standard-colour version of Buzzsaw+. I need to try it out on the GBA emulator, if I can find my hack cartridge programmer...
by Joefish
Tue Dec 04, 2018 12:23 pm
Forum: Showcase your work!
Topic: "Go-Go BunnyGun", first screen grabs.
Replies: 18
Views: 1611

Re: "Go-Go BunnyGun", first screen grabs.

Just to let you know that this project is still alive and making (slow) progress. This weekend I got the weapon systems working for the three pilots, and there are now four levels of firepower for each character. My next step should be a quick one to get collectible power-ups working so you can swit...
by Joefish
Tue Nov 27, 2018 11:40 am
Forum: Games/Software
Topic: The best classic Speccy game beginning with T: discussion
Replies: 28
Views: 583

Re: The best classic Speccy game beginning with T: discussion

Thrust
Thrusta
Thunderbirds (Firebird)
Tranz Am
Transformers
by Joefish
Tue Nov 27, 2018 11:28 am
Forum: Games/Software
Topic: The best classic Speccy game beginning with T: discussion
Replies: 28
Views: 583

Re: The best classic Speccy game beginning with T: discussion

I really can't get used to that map layout used in Tir Na Nog (and Herbert's Dummy Run ) where you walk right/left as east/west, but can be turned round so left/right is north/south. I just can't navigate a map like that. It'd be far easier to follow if it just stuck to walking paths east/west with ...