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did more than I expected

Posted by SpiceWare, in Frantic 25 August 2011 · 75 views

[list][*]Robot speed ramp up redone to take twice as many levels to hit max speed.
[*]Slow robot shots now move at 1/4 humanoid shot speed.
[*]Fast robot shots now move at 1/2 humanoid shot speed.
[*]Max shots per level now ramps up from 0 shots to 3 slow shots, then 1 to 3 fast shots.
[*]Death sequence for humanoid
[*]Robots explode when hit. ...


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moving bodies

Posted by SpiceWare, in Frantic 24 August 2011 · 37 views

I decided to worry about the homing missiles later, so here's the initial version with moving and shooting robots!

[attachment=215841:frantic_harmony20110824.bin_2.png]

ROM
[attachment=215840:frantic_harmony20110824.bin]

Source
[attachment=215839:Frantic20110824.zip]


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target acquired

Posted by SpiceWare, in Frantic 23 August 2011 · 38 views

The robots now know if they'll hit you when they shoot. To visually show this, I change their shots from the homing missiles(squares) to the normal shots (lines). In the screen shot the top and bottom row robots have acquired target lock, the middle row robot has not.
[attachment=215767:frantic_harmony.bin_64.png]

The test them, I made it...


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How dry is it?

Posted by SpiceWare, in Houston 22 August 2011 · 54 views

I take my bike out each evening for about an hour. I wait until 7pm to go out due to the weather we've been having in Houston. We normally see only 4 100+ days per year, but yesterday we tied the record of 32 100+ days in the year....


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where's the humanoid?

Posted by SpiceWare, in Frantic 20 August 2011 · 47 views

In order for the Robots to move or shoot, they need to know where the Humanoid is in relation to themselves. If we're only looking at 4 directions it fairly straightforward - horizontal vs vertical is determined by seeing if the difference between Robot X and Humanoid X bigger or smaller than the difference between Robot Y and Humanoid Y. ...


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initial gameplay

Posted by SpiceWare, in Frantic 18 August 2011 · 64 views

All the humanoid images are in place and you can run around and shoot robots!
[attachment=215202:frantic_harmony.bin_59.png]

ROM
[attachment=215201:frantic_harmony20110818.bin]

Source
[attachment=215200:Frantic20110818.zip]


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shot collisions

Posted by SpiceWare, in Frantic 17 August 2011 · 48 views

Shot collisions are in place. Use Left Joystick to move shot (hold fire for slo-mo), use Right Joystick to select shot style (horizontal, vertical, homing missile).

Note: selecting "no missile" (Right Joystick Up) turns off the missile, but in the test routines I didn't skip the collision detect. As such, you'll still see...


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playfield collisions and more

Posted by SpiceWare, in Frantic 16 August 2011 · 51 views

Playfield collision logic is now in place. When moving the humanoid the score will change from white to red. When moving Otto the score will change from green to blue.

Humanoid not touching the wall
[attachment=214940:frantic_harmony.bin_51.png]

Humanoid touching the wall
[attachment=214941:frantic_harmony.bin_52.png]

Otto not touching the...


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pixel perfect collision detection

Posted by SpiceWare, in Frantic 14 August 2011 · 59 views

The routines now report a collision only when sprite pixels overlap.

I've modified the joystick routines to use the right joystick to move Evil Otto. When he's moved the score will turn green to denote that his collisions are the ones being displayed.


Not touching (technically this should be touching - but the revolving eye is not...


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bounding box collision detection

Posted by SpiceWare, in Frantic 13 August 2011 · 101 views

I'm not able to use the TIA's hardware collision to detect sprite collisions as it's possible, due to flicker, that 2 colliding objects are never drawn on the same frame. As such, I've started working on a software collision detection routine.

Collisions are only tested for a sprite that is moved (saves a lot of time as most...






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