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A C64 Game - Step 99

Posted by Endurion, 10 May 2013 · 538 views

And of course lots of little bugs were found and fixed http://public.gamedev5.net//public/style_emoticons/default/smile.png -Live number display was off on a new level.-Beams would sometimes not be removed on the final boss-Disable screen output when saving scores (IRQs go nuts if using kernal save routine)-Cleaned up "extro" textHave fun!Previous Step...


A C64 Game - Step 25

Posted by Endurion, 30 September 2011 · 595 views

Time to spruce up the title screen again.


This time we split the title screen display, upper part will be a bitmap logo, lower path text mode.




Some clarification: The graphic chip of the C64, the VIC II, has some neat features. It displays line per line whatever mode currently is set. This means, with skilled modification...


A C64 game - Step 24

Posted by Endurion, 24 September 2011 · 544 views

What use are highscores if they aren't saved?



With this step highscores are saved and loaded from your previously used medium (tape or disk). On startup the currently used medium is stored, save and load is done via bog standard kernal routines.





The additions for this are rather miniscule. Both save and load...


A C64 game - Step 23

Posted by Endurion, in Uncategorized, C64 17 September 2011 · 559 views

Highscore display is all nice and dandy, but we want to see our score and name in there! So this step adds name entry. For this we rely on the Kernal (it's with 'a' on the C64) functions to read the pressed keys from the keyboard.

Adding to the score moving we find the spot for the name, shift all lower score names down and let the player...


A C64 game - Step 22

Posted by Endurion, 09 September 2011 · 629 views

The title screen looks somewhat empty, doesn't it? Well, let's fill it with highscores! Lazy as I am I'm storing the highscore scores and names in two separate texts which are simply displayed with the common display routine.

After Game Over we check for a new spot. If we manage to enter the list all lower entries are moved down. For now...


A C64 game - Step 21

Posted by Endurion, 02 September 2011 · 640 views

Now some more tidbits. A game is not complete without a neat title screen:


For now this is nothing more than a almost empty screen and a separate control loop. The loop simply waits for a button press and then jumps to the game main loop. Once the player lost all lives he is returned to the title loop.

Note that for both cases we also check if the button...


A C64 game - Step 20

Posted by Endurion, 26 August 2011 · 567 views

More refinement, this time with more impact on the gameplay. For one, the shotgun needs to be reloaded (stand still) and the collected items now also have an effect. Namely a new bullet slot and invincibility.




Adding the reload part is done with the following code piece. If the joystick is not moved and the player isn't...


A C64 game - Step 17

Posted by Endurion, 05 August 2011 · 1,003 views

Another rather small step, but visually pleasing. We're enhancing the player sprite with animation and better jump abilities.

All the hard work is added to PlayerControl. On every movement we update the sprite while checking the player states like jumping, recoil, falling, etc. Suddenly things look more interesting ;)

It's basically updating and...


A C64 game - Step 16

Posted by Endurion, 30 July 2011 · 708 views

Now for some rather small addition, which however feels like a bigger step: Score/Live/Level display.

We already have a text display function, so we add a new default text for the display with initial 00000 values. Note that the score doesn't fit into a byte easily. We only update the numbers on the screen, we do not store the score in another...


A C64 game - Step 15

Posted by Endurion, 22 July 2011 · 649 views

Now we start with a few game essentials: Progressing to the next level.



Not too complicated. We keep a counter of enemies alive (NUMBER_ENEMIES_ALIVE) which is initially set to 0. Since we already have a lookup table IS_TYPE_ENEMY we simply add a check inside AddObject. If the new object is an enemy, increase the...






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