Retrospect Posted February 8, 2023 Author Share Posted February 8, 2023 @senior_falcon yeah, I loved the argonauts , saw it as a small child and was mesmerized by that very skeleton uprising sequence ! I also watched that sinbad film, with the big cyclops. Those animations must have taken literally ages to do. 1 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 8, 2023 Author Share Posted February 8, 2023 Well now the mystery glitch has gone, the re-write is going well. We now have the saucers, and the cruisers following on.. The cruisers are not properly implemented at this point as they need their animation slowing down and they need to move up and down. But all enemies can be destroyed. No scoring yet. Classic99 QI399.063 2023-02-08 22-05-11.mp4 5 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 8, 2023 Author Share Posted February 8, 2023 We have a "blooper" !! haha! When it all goes "Pete Tong" ...... I type at 40wpm , now if I could get 40 thoughts a minute I'd be golden..... Just thought I'd show you it before it gets corrected Classic99 QI399.063 2023-02-08 22-47-14.mp4 3 2 Quote Link to comment Share on other sites More sharing options...
ti99iuc Posted February 8, 2023 Share Posted February 8, 2023 Joe, I have a curiosity, the fact that you can only fire one shot at a time and not repeatedly, is this really a limitation of the extended basic language? 3 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 9, 2023 Author Share Posted February 9, 2023 26 minutes ago, ti99iuc said: is this really a limitation of the extended basic language? No, it's a limitation of me. Quote Link to comment Share on other sites More sharing options...
ti99iuc Posted February 9, 2023 Share Posted February 9, 2023 I am not sure you are the limit, your games are so nice always I haven't seen games in B or XB with different kind of shots... or at least I don't remember to have seen... 1 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 9, 2023 Author Share Posted February 9, 2023 @ti99iuc .. it can be done with XB compiled, but at this stage I'm not risking complicating it all ... for now, it has to be easy .... when it's finished I'll have a look at making the player ship do multiple shots ... but then we might get the old "4-sprites-in-a-line" limitation .... Player ship + Missile + Enemy is at three already, so it's a bit sketchy at best. 2 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 9, 2023 Author Share Posted February 9, 2023 Now we've got the Cruiser ships behaving themselves properly instead of acting like they're at a disco, we've got another enemy after those, called "Attack Ships" ... these will lock on to the player and fly at you. There's also a random chance that another will immediately follow should you destroy one. Making good progress with this. TEST-X << Have a play. Loads in XB. Use the Weird Remote Controller. Classic99 QI399.063 2023-02-09 01-45-13.mp4 5 Quote Link to comment Share on other sites More sharing options...
+OLD CS1 Posted February 9, 2023 Share Posted February 9, 2023 4 hours ago, senior_falcon said: I think I have seen every movie that Ray Harryhausen made. Jason and the Argonauts and The 7th Voyage of Sinbad stand out. I wonder if the skeleton fight scene was Raimi's inspiration for the Army of Darkness skeleton soldiers. skeleton army.mp4 2 Quote Link to comment Share on other sites More sharing options...
oddemann Posted February 9, 2023 Share Posted February 9, 2023 6 hours ago, Retrospect said: Now we've got the Cruiser ships behaving themselves properly instead of acting like they're at a disco, we've got another enemy after those, called "Attack Ships" ... these will lock on to the player and fly at you. There's also a random chance that another will immediately follow should you destroy one. Making good progress with this. TEST-X << Have a play. Loads in XB. Use the Weird Remote Controller. Classic99 QI399.063 2023-02-09 01-45-13.mp4 19.04 MB · 0 downloads Love the perspective that the ground and the stars give the game! NICE!!! 1 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 9, 2023 Author Share Posted February 9, 2023 25 minutes ago, oddemann said: Love the perspective that the ground and the stars give the game! NICE!!! Thanks Oddeman How are you doing Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 9, 2023 Author Share Posted February 9, 2023 Few more things done, title screen and new enemy, "robots" ... how imaginative ... they walk along the ground occasionally firing at you. I'll fine-tune them to stop them firing when you're actually past them. Also implemented "Crash with ground" . I might get rid of these enemy warnings to save it from being too much like Parsec to be honest. Just throw the enemies in one after the other. Classic99 QI399.063 2023-02-09 09-47-27.mp4 6 Quote Link to comment Share on other sites More sharing options...
retrodroid Posted February 9, 2023 Share Posted February 9, 2023 The fact that you can produce a game like this that you're concerned may be "too similar to Parsec" in compiled XB is simply amazing. Really impressive! 3 1 Quote Link to comment Share on other sites More sharing options...
+TheBF Posted February 9, 2023 Share Posted February 9, 2023 5 hours ago, Retrospect said: Few more things done, title screen and new enemy, "robots" ... how imaginative ... they walk along the ground occasionally firing at you. How about a bomb button so you can nuke those phase cannons for extra points? 3 Quote Link to comment Share on other sites More sharing options...
+OLD CS1 Posted February 9, 2023 Share Posted February 9, 2023 I am thinking the robots should move with the terrain when they fire. They do not have to move with the front or back terrain, but maybe between since they appear to be between then. Also, maybe more robots to make it more aggressive. 2 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 9, 2023 Author Share Posted February 9, 2023 It's all gone a bit sour at the moment I'm getting ghost sprites where they shouldn't be any. I'll have to do another careful re-write........ Quote Link to comment Share on other sites More sharing options...
senior_falcon Posted February 9, 2023 Share Posted February 9, 2023 53 minutes ago, Retrospect said: It's all gone a bit sour at the moment I'm getting ghost sprites where they shouldn't be any. I'll have to do another careful re-write........ Do the sprites appear when running in XB? Or are they just in compiled code? Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 9, 2023 Author Share Posted February 9, 2023 1 hour ago, senior_falcon said: Do the sprites appear when running in XB? Or are they just in compiled code? They're only doing it when it's been compiled. Before, I was turning the colours to transparent to cover this up thinking I'd correct it later. Captured here is a "dead" death ship. There's also a red cruiser that becomes redundant but still floats around until the next time it is called in the routines. test code.txt << source code. Classic99 QI399.063 2023-02-09 18-07-01.mp4 Quote Link to comment Share on other sites More sharing options...
senior_falcon Posted February 9, 2023 Share Posted February 9, 2023 That shouldn't happen. If you post or PM me the offending XB code then I will take a look. Quote Link to comment Share on other sites More sharing options...
+OLD CS1 Posted February 9, 2023 Share Posted February 9, 2023 @Retrospect You really want to muck with people? Make it a left-to-right scroller 2 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 9, 2023 Author Share Posted February 9, 2023 3 minutes ago, OLD CS1 said: Make it a left-to-right scroller There's a hack for the C64 called Sideways SEUCK (Shoot Em Up Construction Kit) .... normally SEUCK scrolls galaxian style. So I thought it would be good until I found out it did what you just said 1 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted February 9, 2023 Author Share Posted February 9, 2023 38 minutes ago, senior_falcon said: If you post or PM me the offending XB code then I will take a look. Done. Thanks Harry. Quote Link to comment Share on other sites More sharing options...
fabrice montupet Posted February 9, 2023 Share Posted February 9, 2023 I had a near similar and random problem when I changed several characters patterns using the same CALL LINK("VWRITE", addr1, pattern1$, addr2, pattern2$, ...) routine. The ghosts or abnormal sprites behavior disappeared when I used one CALL LINK("VWRITE") for each pattern modification. 2 Quote Link to comment Share on other sites More sharing options...
senior_falcon Posted February 10, 2023 Share Posted February 10, 2023 10 hours ago, Retrospect said: They're only doing it when it's been compiled. Before, I was turning the colours to transparent to cover this up thinking I'd correct it later. Captured here is a "dead" death ship. There's also a red cruiser that becomes redundant but still floats around until the next time it is called in the routines. I haven't made a lot of progress on this. I see the symptom in the compiled code. Testing this in XB is very difficult. It takes a lot of time to register a "hit." After hitting a death ship, I got BAD VALUE IN 25411 25411 AF=1 :: CALL SPRITE(#3,108,6,P5,P6,0,-40) AF=1 P5=0 P6=0 So P5 and P6 are the bad value. I don't think that is the problem because I think the compiler would be OK with this. But I think there is probably something along these lines that is causing the problem. This problem seems to happen after the last death ship has been killed. See if you can get XB to get this far to see what happens. I suspect the last DELSPRITE is not happening. Quote Link to comment Share on other sites More sharing options...
senior_falcon Posted February 10, 2023 Share Posted February 10, 2023 8 hours ago, fabrice montupet said: I had a near similar and random problem when I changed several characters patterns using the same CALL LINK("VWRITE", addr1, pattern1$, addr2, pattern2$, ...) routine. The ghosts or abnormal sprites behavior disappeared when I used one CALL LINK("VWRITE") for each pattern modification. Hi Fabrice: Can you post an example that shows this behavior? I would like to figure out what is happening. Quote Link to comment Share on other sites More sharing options...
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