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A C64 Game - Step 90

Posted by Endurion, in C64 09 March 2013 · 631 views

And the boss got a bit more lively (visually), it was quite stiff previously. Moving body parts and the head screams (also visually) when getting hurt. The boss helper code is enhanced by a routine doing circling movements:jsr GenerateRandomNumberand #$03bne .DoYinc SPRITE_MOVE_POS,xlda SPRITE_MOVE_POS,xand #$0fsta SPRITE_MOVE_POS,xldy SPRITE_MOVE_POS,xld...


A C64 Game - Step 89

Posted by Endurion, in C64 02 March 2013 · 498 views

Now you can kill the last part. Beware, it will fight back though! All kind of changes are added to the boss 7 behaviour routine, as it now gets a new state. First of all, handle getting hit;------------------------------------------------------------;boss #7;state = 0, 128 -> random movements;state = 129 -> attack with beams;---------------------...


A C64 Game - Step 88

Posted by Endurion, in C64 23 February 2013 · 614 views

And finally, here's the big boss. Expect him to put up quite a fight once he is completed. Note that currently you cannot kill the last part. First of all, the boss is not just simply there, it is entering with a few flashes. We reuse Dean's shot flash code for this. To mark the final boss entry we use a new bit in the level config byte:   ;final boss i...


A C64 Game - Step 87

Posted by Endurion, in C64 16 February 2013 · 727 views

And the last portal stage, I promise http://public.gamedev.net//public/style_emoticons/default/smile.png  Previous Step    Next Step


A C64 Game - Step 86

Posted by Endurion, in C64 09 February 2013 · 531 views

And something different for a change: Added road side stones to the story pages to make it look a bit neater.Looks better in motion http://public.gamedev.net//public/style_emoticons/default/smile.png  It's actually pretty simple: We add a stone in front and one in the back. Store positions and update them every frame with different deltas.Start with the p...


A C64 Game - Step 85

Posted by Endurion, in C64 02 February 2013 · 630 views

And now? You guessed it, another portal stage http://public.gamede...smile.pngHave fun!Previous Step   Next Step


A C64 Game - Step 84

Posted by Endurion, in C64 26 January 2013 · 702 views

And here's the next portal. I hope you don't mind the slower pace, I'm working on a bigger step in the background.Have fun!Previous Step   Next Step


A C64 Game - Step 83

Posted by Endurion, in C64 19 January 2013 · 676 views

And here's a new extra for Sam. It works similar to the super bullet. For every demon blood picked Sam can destroy an enemy with one touch. The code is quite similar to the super bullet. Add a new counter variable (DEMON_BLOOD), a new item image, make it possible for the item to spawn as well.At the item pickup we add this. If the player is Sam (means x =...


A C64 Game - Step 82

Posted by Endurion, in C64 12 January 2013 · 589 views

A few very small updates coming up, here's the next portal stage. Have fun! Previous Step   Next Step


A C64 Game - Step 81

Posted by Endurion, in C64 05 January 2013 · 622 views

A new pickup! And it shines http://public.gamede...fault/smile.png Sometimes one of those wondrous bullets of Samuel Colt will be dropped. Those can kill any enemy with one shot, so use them well! The changes are quite simple. In the PickupItem routine we add a handler for those new items:                  cmp #ITEM_SUPER_BULL...






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