I found a video my wife shot of our basement arcade a year or so ago. Pole Position was giving me some trouble at the time so the screen is a blank raster. I moved a few more games down there since then and will make another video this week of my current setup.Arcade Tour 11/16/2009...
Dave Neuman's Blog
It's been forever since I have done any work on this project, but I had some time last night and changed the title screen a little bit. Not much else has been changed, but I'm getting some free time here and there, so hope to work on it some more[attachment=143838:New9_8_09.bin]
It's been a while since I have done any coding. I have added some rudimentary collision detection for the badies. The bombs they drop can destroy the Rover, but you can shoot them as well. The collision detection is not quite right yet though. As you destroy the group of three badies, one of three new badies will reappear. The object is...
I had a little time so I added some badies that lurk below the mineral collection vehicle. I don't have any collision detection yet, but plan to have it as soon as I can.
[attachment=125776:New3_19_09.bin]
[attachment=125778:New3_19_09.bin.png]
[attachment=125776:New3_19_09.bin]
[attachment=125778:New3_19_09.bin.png]
Had a couple of minutes, so I changed the code to make the movements left and right continuous. This is supposed to encourage exploration of different screens left and right. You can change direction as before, but you will continue to move in one direction unless you change direction or put on the brakes (down on controller). Different screen...
Had a few minutes today so I added a "colorful" explosion when you run out of fuel. Also added a fuel leak if the Rover gets struck by a meteor. Fun factor is not there for game play, but it's still fun coding it so I will continue as time permits. Maybe something fun will develop.
[attachment=118866:New12_29_08.bin]
[attachment=118866:New12_29_08.bin]
I've added some momentum and friction to the left and right movements. It increases the difficulty of stopping in front of the mineral pit and not falling in. I'm not sure if I like it, but I'll keep it in for a while. I still can't get the smooth starfield movement that I want. I'm going back to school in a couple of weeks...
I loaded Planet Builder on my Kroc Cart and the starfield does not have the smooth movement that I want. Not sure where the problem is. Here is my Main Screen kernal where I call the subroutine DrawStars. I use LDA StarTable,Y to turn off and on idividual stars. Any insight into this problem would be appreciated. I'm using FILL_NOPs at...
I tried to simulate a parallax effect by moving Stars slower than Mountains and foreground sprites faster than mountains.
Effect can only be seen in MESS.
[attachment=115204:New11_7_08.bin]
[attachment=115205:0004.png][attachment=115206:0005.png]
Effect can only be seen in MESS.
[attachment=115204:New11_7_08.bin]
[attachment=115205:0004.png][attachment=115206:0005.png]
Another minor update here.
Bad guy on landing screen does a cool looking controlled morphing rotation thanks to Spiceware
Graphics cleaned up a bit and frame rates a bit more stable.
To get bonus point match the mineral in the hole to the mineral on the RCV
[attachment=114586:New10_27_08.bin]
[attachment=114587:New10_27_08.bin_6.png]
Bad guy on landing screen does a cool looking controlled morphing rotation thanks to Spiceware
Graphics cleaned up a bit and frame rates a bit more stable.
To get bonus point match the mineral in the hole to the mineral on the RCV
[attachment=114586:New10_27_08.bin]
[attachment=114587:New10_27_08.bin_6.png]
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