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New Old Things

4: Adsense

A C64 Game - Step 93

An addon to make the other bosses a bit stronger against Sam. Now you need to re-grab the boss after every hit you place.Previously Sam only had to stand there and keep fire pressed. Hardly a challenge http://public.gamedev5.net//public/style_emoticons/default/smile.png  First of all, a new enemy type is added. Normal enemies stay type 1, bosses are now t...

A C64 Game - Step 92

Poor Sam was left out again. Now he can kill the boss too. Since the boss is a special beast you wouldn't want Sam just to stand there and kill him without any reaction.We add a new variable BOSS_HELD, similar to the SPRITE_HELD value.So if SAM hurts the enemy, and it's the boss, the boss is released from Sam's grip:   dec SPRITE_HP,x   beq .EnemyKilled...

A C64 Game - Step 91

Aaaand the torso gets to fight back too, not only sit put. Time to reuse existing code again. The torso will spit out bats just like the last two bossed did. SPRITE_MODE_POS is used to stop the attacking mode and revert back to movement.A contains the number of boss parts killed (so 4 = 2 legs plus 2 arms):   cmp #4   bne +   ;attack with bats   lda S...

A C64 Game - Step 90

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

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;---------------------...