^^^
This made my stomach get my artichokey dinner in boiling mode.
Kerl! be guttingly proud. You made my day
^^^
^This^!Ast A. Moore wrote: ↑Mon Feb 26, 2018 3:22 pm Damn nice!
Smooth, 50 fps masked sprites, plenty of animation frames. Nice artwork and coding.
You've got it right Neil, it's top left number row as a joystick, so 5 to start and 1 & 2 for L/R, just walk to the toilet to empty the bucket.Neil Parsons wrote: ↑Tue Feb 27, 2018 2:30 am Funny one! xDDD
How about the controls to start with? Unless I could hardly notice which key was used to start the game as I pushed almost all keys altogether, I didn't get it. "1" and "2" are okay for left and right, respectively. I missed some more info about it, unless it's quite easy to understand what to do, as if on Oil Panic pocket game from Nintendo.
Yeah. Funny game. It's a sort of 'dirty Game & Watch' gameNeil Parsons wrote: ↑Tue Feb 27, 2018 2:30 am I missed some more info about it, unless it's quite easy to understand what to do, as if on Oil Panic pocket game from Nintendo.
This ^^^ Karl's has to win a mars bar award for the slickest first program/post (so far..).Morkin wrote: ↑Tue Feb 27, 2018 10:11 am Regardless of the content, just to re-iterate what a few people have said - I can't recall seeing a first attempt at a game which is this (technically) slick.
...Would be interesting to know how long it took you to learn to program to this level (assuming it was from scratch, but maybe it wasn't?)...
[Edit: also I wish I had the ability of being able to do cool graphics as well as program!]
Thanks! The music is mostly fixed now, I believe. There was an incorrect pitch value for the note B in the AY-3-8192 documentation, which messed up my frequency tables. 1892 should have been 1812.
Well, I started learning Spectrum programming five weeks ago, but I've been building computer games for other platforms as a hobby for almost 35 years. That definitely helped.
I'd rather not do that just yet. The code is poorly structured and a good portion of the variables and subroutines have ... unpleasant names.Nomad wrote: ↑Tue Feb 27, 2018 6:47 am Karl - you will have to forgive me; but as I have no shame, I will ask what others probably though...
Would you think of releasing the source code? There is a lot of technical skill that went into getting such a program to work in the way that it does. It reminds me of looking at an iceberg.
(meaning for the window-lickers/peanut gallery... there is much hidden depth to this program.)
How do you know it's 50fps? Can you tell just by looking, or is there some other way you'd know that?
Great! Actually I believed that it was intendedThanks! The music is mostly fixed now, I believe.
Both. (Trust me, I know a thing or two about writing games for the Spectrum, which run at 50 fps. )
OK, so for those of us without that experience, what's the other way?Ast A. Moore wrote: ↑Wed Feb 28, 2018 9:23 amBoth. (Trust me, I know a thing or two about writing games for the Spectrum, which run at 50 fps. )
1. The intuitive way (requires experience, though): Slow your emulator down to 2 percent of the original speed.dfzx wrote: ↑Wed Feb 28, 2018 9:26 amOK, so for those of us without that experience, what's the other way?Ast A. Moore wrote: ↑Wed Feb 28, 2018 9:23 am Both. (Trust me, I know a thing or two about writing games for the Spectrum, which run at 50 fps. )
Actually there is some hidden feature in Spin emulator which enables it. I don't remember the details but you have to press some obscure shortcut and extra buttons will appear. One of them is "advance emulator by one frame". So you pause the emulator first, then press the button, game advances by one frame and you see if something moved or notHow do you know it's 50fps? Can you tell just by looking, or is there some other way you'd know that?
There's also the option to "frame advance" whilst paused - pause the emulation, then right click the pause button. The buttons will be replaced with a new set - debugger, full speed and frame advance. Clicking frame advance will emulate one frame and then stop.
I'm trying to think what "frame advance" actually means. Does it mean "run as far as the next HALT instruction"? Or until the next interrupt fires? What actually would a frame advance be, in Spectrum terms?Ralf wrote: ↑Fri Mar 02, 2018 10:09 am Maybe someone knows which shortcut activates this option.
Found it:
https://www.worldofspectrum.org/forums/ ... ent_141012
There's also the option to "frame advance" whilst paused - pause the emulation, then right click the pause button. The buttons will be replaced with a new set - debugger, full speed and frame advance. Clicking frame advance will emulate one frame and then stop.