Search found 320 matches

by hikoki
Wed Apr 03, 2019 10:45 am
Forum: Website
Topic: Changes to search
Replies: 29
Views: 644

Re: Changes to search

Hi Peter. Could you add a Machine filter for All Classic Spectrum models? Thanks for the site.
by hikoki
Wed Apr 03, 2019 10:38 am
Forum: Brand new software!
Topic: New Software 2019
Replies: 91
Views: 7280

Re: New Software 2019

Magical Tower Adventure. Updated game from 2016. https://www.worldofspectrum.org/forums/ ... ent_951764
by hikoki
Sat Mar 23, 2019 12:52 am
Forum: Showcase your work!
Topic: I built a game in BASIC
Replies: 27
Views: 856

Re: I built a game in BASIC

Nice!! Suggestions: what about a fake RUN ? If inkey$="R" then Print "RUN" followed by another inkey$ to wait for Enter A key to speed up the aircraft and another one to shoot a laser which destroys mountains and aliens. Make an energy bar decrease when hitting such keys. Too bright anf too little c...
by hikoki
Sun Feb 17, 2019 12:40 pm
Forum: Showcase your work!
Topic: Spectrum-Environment for Pygame
Replies: 12
Views: 981

Re: Spectrum-Environment for Pygame

Clivethon would only provide a tiny subset of the huge Python language. Clivethon programs would be able to run in Python 3 so that any knowledge gained in learning Clivethon will transfer directly to learning Python. Besides the teaching scope, there you go the sweet part of the deal, Clivethon pro...
by hikoki
Sat Feb 16, 2019 7:03 am
Forum: Showcase your work!
Topic: Spectrum-Environment for Pygame
Replies: 12
Views: 981

Re: Spectrum-Environment for Pygame

Interesting project. It would be cool to code Spectrum games in a subset of Python. Learn Python and see what the interpreted results would be like in a real Spectrum without compiling! Who knows if the subset could be assisted by the ide so the result was compatible with cython code which in turn w...
by hikoki
Tue Jan 29, 2019 10:42 am
Forum: Programming
Topic: Using the "IN" command for WASD game control
Replies: 6
Views: 402

Re: Using the "IN" command for WASD game control

Use this @Dr beep's trick to forget about keyboard issues when reading IN
https://www.worldofspectrum.org/forums/ ... ent_683051
by hikoki
Mon Jan 21, 2019 8:48 pm
Forum: Showcase your work!
Topic: "Go-Go BunnyGun", first screen grabs.
Replies: 60
Views: 4467

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

I don't know maybe you can disguise a ray by drawing a line as a gradient from light (bullet end) to dark (tail end) giving it an appearance of motion so that your fake bullets seem to travel a shorter distance than they actually do each time you check for collisions.
by hikoki
Mon Jan 21, 2019 5:59 pm
Forum: Showcase your work!
Topic: "Go-Go BunnyGun", first screen grabs.
Replies: 60
Views: 4467

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

I just say that bullets would go out in alternate colours so the player could tell when collisions are going to be checked. This may reduce computing time and still feel precise enough for the player.
by hikoki
Mon Jan 21, 2019 4:55 pm
Forum: Showcase your work!
Topic: "Go-Go BunnyGun", first screen grabs.
Replies: 60
Views: 4467

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

Why just one bullet? To reduce time processing? Check collisions only at certain times, you could make it clear for the player when a check is going to happen by colourising such "golden" bullets. As for enemies to be checked on the flock, there could be also only one at a time, if you managed to hi...
by hikoki
Mon Jan 21, 2019 2:29 pm
Forum: Showcase your work!
Topic: "Go-Go BunnyGun", first screen grabs.
Replies: 60
Views: 4467

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

I don't get why every member of the flock would need its own collision detection. As a flock their positions may be determined at all times. You'd just have to check your ship and last bullet? Maybe make them all disappear at once if any of them are collided.