What are your current Spectrum projects?

Show us what you're working on, (preferably with screenshots).
Joefish
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Re: What are your current Spectrum projects?

Post by Joefish » Tue Jul 10, 2018 3:58 pm

Got bored with slow progress and started instead on a simple shoot-em-up starting with this sprite:

Image

I couldn't come up with a decent player ship so instead I've gone for something like Hikaru / Akane from Parodius - :D :lol: :D

I've written a display routine that uses a mask to change the colours of the paper-coloured parts or the ink-coloured parts of a sprite as it's drawn, so I can make waves of enemies in different colours, or change the player colours depending on power-ups.

It's all going to be done with character graphics, no multicolour or anything, and I'm not making a huge fuss over optimising it - it'll run at whatever rate it ends up at. It's just for a bit of fun, so there'll be shots all over the place and probably occasional frame slowdown too! I want to try out a few different weapon types / modes so a slightly less-than-serious setting will do fine. I plan on having the player turn round and shoot backwards when you hold FIRE (if you've ever played Raiga: Strato Fighter, that has a dedicated button to turn around, and Side Arms has dedicated left/right fire buttons, which work great with a mouse on the ST conversion). Other weapon pick-ups will do different things when you hold FIRE, but will all present some way of shooting in a general backwards direction.

The fiddly bit I find with character movement is a lot of things need artificial delays added in so they don't move or animate too fast. And I'm using 4x character positions so I can make the shots and other things move in quarter-character steps (for shallow diagonals), even though they're rounded down to whole characters for displaying. I suppose I could draw the enemy shots as 4x4 pixel dots, then could actually draw them in half-character positions. Not sure if I can afford 8 frames of animation per sprite though or just 4. Trying to keep it 48K. And I've no idea what to do about boss battles.

What I do want to do is add a few extra tricks to the enemy movement patterns, so that it can do things like R-Type II, where if you shoot a ship it turns into a kamikaze diver, or make sprites in a chain react to their neighbours being destroyed and change behaviour, or have enemies that are shielded and can only be shot from the back.
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R-Tape
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Re: What are your current Spectrum projects?

Post by R-Tape » Tue Jul 10, 2018 7:39 pm

Sounds great. You could go nuts with some massive screen filling colourful bosses.

Long delays could be an opportunity for some proper in game beeper FX too.
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PeterJ
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Re: What are your current Spectrum projects?

Post by PeterJ » Tue Jul 10, 2018 8:14 pm

I'm learning Python and trying to make a desktop front end for ZXDB with Tkinter which is a Python binding to the Tk GUI toolkit. Not Spectrum development I know, but hopefully close enough to be included in this thread?
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kolbeck
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Re: What are your current Spectrum projects?

Post by kolbeck » Thu Jul 12, 2018 6:57 pm

I’m working on bringing ZXDB to AppleTV using the API. Probaly conpletely waste of time, but it’s a fun way to smoke test the API in order to improve it :-)

/Thomas
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https://zxinfo.dk - another ZXDB frontend
https://api.zxinfo.dk/doc/ - ZXDB API for developers

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druellan
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Re: What are your current Spectrum projects?

Post by druellan » Fri Jul 13, 2018 1:13 pm

Ok, this is going to sound like a lot, but it is not, it's just that I'm lazy and start things that I never finish, but...

I'm recovering some text adventures and software I wrote end of eighties/start of nineties (mostly, the tape loaders I wrote for them, I have the software preserved on disk) and other tech programs by my father. In the meantime I'm hunting some software distributed in Argentina, so I can take pictures of the inlays, I'm categorizing maze games (perhaps also take a look at "vector graphics" games), also testing images from the Outlet Magazine, and someone convinced me to open my own Youtube channel on where I'm streaming all this, plus, I'm checking Spectrum games, one by one, alphabetically, for my own personal collection.

Oh, and I have a small Telegram bot that connects to the amazing @kolbeck API for quick searches on the ZXDB, and it is also capable of search on WOS, NewSpectrumGames, maps.speccy.cz, and converts you in Hulk(tm) if you bite your lip! :D
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Y un buen día me puse a probar juegos de ZX Spectrum a ciegas en Youtube, terminó siendo:
📺 Retroarqueología en Youtube

Joefish
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Re: What are your current Spectrum projects?

Post by Joefish » Fri Jul 13, 2018 8:46 pm

R-Tape wrote:
Tue Jul 10, 2018 7:39 pm
Sounds great. You could go nuts with some massive screen filling colourful bosses.
Long delays could be an opportunity for some proper in game beeper FX too.
Thing is, a big screen thing is still a lot of memory out of 48K. What I might go for is one boss that I can recolour and give it different ways of attacking or defending on different levels. Maybe even just have it show up at arbitrary times rather than definite levels.
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ZXDunny
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Re: What are your current Spectrum projects?

Post by ZXDunny » Fri Jul 13, 2018 9:38 pm

My current project (SpecBAS) is still ongoing :)
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