Game Under Development - ZX Spectrum Flood
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- Опубліковано 9 чер 2024
- 5 Days into the production of a new ZX Spectrum game and I need to start thinking about designing and coding some aliens. See the progress I've made so far and watch as I begin the process of putting in some enemy sprites.
- Наука та технологія
Always good to see the maestro at work 🙂
Nice to see someone working close to the metal, the way it should be done!
the scrolling alone is quite smooth, very impressive!
amazing! i really like the scrolling and the water
Great Jonathan, a Lot of fires and a great Game aproaching
I like the variable scrolling, defender-like reversing and water effect. I hope you'll be able to blast the alien saucers, preferably with defender-like firing similar to Jetpac. But actually and kind of blasting would be awesome. Looking forward to the next video 😊👍
Awesome groundwork. The scrolling is impressively smooth. The shimmer on the water is a nice touch. Have you considered some of the people being scientists or engineers which then could upgrade your ship/carrying capacity/weapons/fuel capacity/shields etc? The aliens could be tentacles coming down from the top - where you can blast the top bits to make the rest fall away below. Or have the people hoovered up like Skyline and you have to rescue them mid air.
wow great scrolling, and great job !!!
Looks cool, a bit of a mix between Protector 2 and Choplifter.
Cyclone meets Harrier Attack :)
...meets Choplifter.
@@jan10n Oh I never played that one!
@@marasmusine Fun game on the Apple II
Not much memory left? You must have prerotated pretty much everthing and blown out tons of LDIs. You're only scrolling the lower few blocks, so you could store one image and rotate groups between levels. If you're looking for a faster routine, you could use 16-bit stack transfers instead of LDI blocks.
Spot on, the town is randomly generated at the start of each level and then pre-shifted. I left myself 8K for the code and graphics, which is pretty much all you have when coding for the 16K Spectrum. I used stack transfers in Rallybug and Quantum Gardening but for the 32 pixel rows in Flood I felt LDIs were sufficient.