Re: New game
Thanks Chris, you know what, I'd forgotten it was the SAM's 25th birthday this year, I feel quite ashamed, hehe I'll post a video soon, meant to tonight but gotta get some more gfx done first just to set the mood :) I'd be honoured to get it on Sam Revival. It'd bring back some of those treasured memories of FRED, Outlet in the early days. Simon was kind enough to do a 4 * speed version of SimCoupe some years ago, largely to help with some other projects for Mayhem. I've thought for years that a Mayhem would be slightly faster than this, and in one project especially an extra 10% over what the emulator already does would make a substantial difference to a game (Slip 'n Slide) But even at current speed, it looks like even in Basic a fair range of scrolling games could be done at 25fps in a window, which is exciting :D Anyways, thanks again and I better get cracking... Sent from Yahoo! Mail on Android
Re: New game
Nice one Calvin!! Always good to see new stuff being developed on the SAM, and especially as it'll soon be its 25th birthday! ;) Perhaps shove some videos of it running on YouTube? Or maybe produce a playable demo for Colin's SR magazine? Chris.
Re: New Game: Dave Infuriators
En/Je/On 2012-11-14 16:08, Andrew Gillen escribió / skribis / wrote : Hi, just to let you know I have finally finished writing Dave Infuriators. Simple platform game against the clock. Nice game! It's great to see new projects for the SAM. Marcos -- http://programandala.net
Re: New Game: Dave Infuriators
That's a nice little game right there! Infuriators is a great title - and very apt!! It's a tricky one and that's for sure! Great to see new stuff still being produced for the SAM! :) Chris. On 14/11/2012 16:08, Andrew Gillen wrote: Hi, just to let you know I have finally finished writing Dave Infuriators. Simple platform game against the clock. Instructions can be found in the readme.txt in the archive. Played with just two keys : change direction and jump, so following the trend these days of minimal controls. Took longer to write than it should with life's distractions and other projects. Also didn't end up quite how I envisioned but here it is nevertheless! Http://www.blackjet.co.uk/download.php?d=dave-infuriators Requires 512K SAM. Cheers Andrew
Re: New Game: Dave Infuriators
It's great to see more new content! I just wish I could get more than 2 steps up on the first screen. I'm just recovering from a Super Hexagon addiction, so I do like my games tough ;) Si On 14/11/2012 16:08, Andrew Gillen wrote: Hi, just to let you know I have finally finished writing Dave Infuriators. Simple platform game against the clock. Instructions can be found in the readme.txt in the archive. Played with just two keys : change direction and jump, so following the trend these days of minimal controls. Took longer to write than it should with life's distractions and other projects. Also didn't end up quite how I envisioned but here it is nevertheless! Http://www.blackjet.co.uk/download.php?d=dave-infuriators Requires 512K SAM. Cheers Andrew
Re: New Game: Dave Infuriators
Don't get me started on Super Hexagon. Terry Cavanagh insisted to me at Fantastic Arcade that My game's not difficult after I repeatedly died at the 7 second mark. I'm a bit better at it now. I do love the game. On Thu, Nov 15, 2012 at 2:36 PM, Simon Owen simon.o...@simcoupe.org wrote: It's great to see more new content! I just wish I could get more than 2 steps up on the first screen. I'm just recovering from a Super Hexagon addiction, so I do like my games tough ;) Si On 14/11/2012 16:08, Andrew Gillen wrote: Hi, just to let you know I have finally finished writing Dave Infuriators. Simple platform game against the clock. Instructions can be found in the readme.txt in the archive. Played with just two keys : change direction and jump, so following the trend these days of minimal controls. Took longer to write than it should with life's distractions and other projects. Also didn't end up quite how I envisioned but here it is nevertheless! Http://www.blackjet.co.uk/download.php?d=dave-infuriators Requires 512K SAM. Cheers Andrew -- James R Curry 8...@itdoesntsuck.com
Re: New Game: Dave Infuriators
The last 20 seconds on level 6 might kill me, so I've been having a bit of a break from it. It's s addictive though. Si On 15/11/2012 20:40, James R Curry wrote: Don't get me started on Super Hexagon. Terry Cavanagh insisted to me at Fantastic Arcade that My game's not difficult after I repeatedly died at the 7 second mark. I'm a bit better at it now. I do love the game. On Thu, Nov 15, 2012 at 2:36 PM, Simon Owen simon.o...@simcoupe.org mailto:simon.o...@simcoupe.org wrote: It's great to see more new content! I just wish I could get more than 2 steps up on the first screen. I'm just recovering from a Super Hexagon addiction, so I do like my games tough ;) Si On 14/11/2012 16:08, Andrew Gillen wrote: Hi, just to let you know I have finally finished writing Dave Infuriators. Simple platform game against the clock. Instructions can be found in the readme.txt in the archive. Played with just two keys : change direction and jump, so following the trend these days of minimal controls. Took longer to write than it should with life's distractions and other projects. Also didn't end up quite how I envisioned but here it is nevertheless! Http://www.blackjet.co.uk/download.php?d=dave-infuriators Requires 512K SAM. Cheers Andrew -- James R Curry 8...@itdoesntsuck.com mailto:8...@itdoesntsuck.com
Re: New Game: Dave Infuriators
Second level is arguably easier (less cluttered anyway) than the first so use that to hone skills. The first level is designed to be completable by Dave himself without user intervention, although he doesn't use the quickest route; but it will unlock level 2 on completion. Cheers Andrew On 15 Nov 2012, at 20:36, Simon Owen simon.o...@simcoupe.org wrote: It's great to see more new content! I just wish I could get more than 2 steps up on the first screen. I'm just recovering from a Super Hexagon addiction, so I do like my games tough ;) Si On 14/11/2012 16:08, Andrew Gillen wrote: Hi, just to let you know I have finally finished writing Dave Infuriators. Simple platform game against the clock. Instructions can be found in the readme.txt in the archive. Played with just two keys : change direction and jump, so following the trend these days of minimal controls. Took longer to write than it should with life's distractions and other projects. Also didn't end up quite how I envisioned but here it is nevertheless! Http://www.blackjet.co.uk/download.php?d=dave-infuriators Requires 512K SAM. Cheers Andrew
Re: New Game - Dave Invaders
Sorry to join the discussion a bit late! Dave Invaders is amazing! The graphics and music are fantastic and the playability is spot on! Every go leaves you with that, next time I'll get a bit further feeling... I've got to level 4 so far! Great work Andrew! You've really given me something to aim for, particularly in terms of making a game that's fun to play. Can't wait to see what you do next! Rob.
Re: New Game - Dave Invaders
Hi Rob That is praise indeed coming from the author of the mighty fine Garden Centre of the Universe. I'm chuffed with the response the game has had. Very chuffed indeed. SO chuffed in fact: with motivation at a record high we got carried away and sorted out a website for Black Jet at http://blackjet.co.uk All our games will be available from there in future so stay tuned for more announcements and be sure to bookmark it (no pressure, honest)! Cheers Andrew./ -- From: the wub the...@gmail.com Sent: Wednesday, February 01, 2012 11:12 AM To: sam-users@nvg.ntnu.no Subject: Re: New Game - Dave Invaders Sorry to join the discussion a bit late! Dave Invaders is amazing! The graphics and music are fantastic and the playability is spot on! Every go leaves you with that, next time I'll get a bit further feeling... I've got to level 4 so far! Great work Andrew! You've really given me something to aim for, particularly in terms of making a game that's fun to play. Can't wait to see what you do next! Rob.
Re: New Game - Dave Invaders
Hi LCD I'd love to contribute but I fear I don't have the required expertise. I'm going to stick to releasing games while I grow my knowledge. I wish you luck with the endeavour though: it could open up the SAM to new development and that can only be a good thing. Cheers Andrew -- From: Leszek Chmielewski retr...@gmail.com Sent: Monday, January 30, 2012 2:11 PM To: sam-users@nvg.ntnu.no Subject: Re: New Game - Dave Invaders I wanted to note that Boriel want to expand his ZX BASIC Cross-Compiler to support SAM Coupé in future too: http://www.boriel.com/wiki/en/index.php/Other_architectures But he will surely need help to finish it. His ZX BASIC is already great for coding games on Spectrum because he expanded the Spectrum syntax a lot and allow to use InLine Assembly, and I miss a good BASIC Compiler for SAM Coupé, with support of Strings and similar stuff. This would surely allow more people to write new Software for this machine. Anyone of assembly wizards willing to help him in this task? LCD Am 29.01.2012 19:45, schrieb Chris Pile: I'm not really sure exactly where the age divide falls on this issue and I'm willing to bet none of us is classically young, but yeah! I can categorically state that I fall into Old Git territory! I keep meaning to do some Sam work again, but getting started always feels like a huge effort... Me too. Finding both the time and, more importantly, the enthusiasm to do anything on the SAM is pretty much impossible. Which is why it's refreshing to see new games and new developers such as Andrew and Rob still willing to put the effort in. Starting and (crucially) finishing any project on the SAM can be nothing more than a labour of love these days. Chris...
Re: New Game - Dave Invaders
Hi Thomas I originally intended to release the source, but then assumed no one in their right mind would be interested. I don't have any objections to still doing so, but you'll have to wait for me to get it cleaned up. I will also remove the graphics and music data as I'd rather keep those from the public. Tonight I've also uploaded a new bug fixed version of the game. The game features bonus levels that are accessed by grabbing the keys in a specific order on each level, only on many levels it was not possible to get them in the right order. I've also tweaked the running order very slightly to move the Easter themed level slightly as feedback has suggested this is much trickier than the level directly after (the halloween one). There is also a couple of minor graphical tweaks here and there, and finally to address the problem that the keys are not always obvious I've inserted a nice little flash sequence that runs on level startup. I hope you enjoy the changes, and I look forward to hearing any more feedback you might have. Same place as before: http://www.joua.net Cheers Andrew -- From: Thomas Harte tomh.retros...@gmail.com Sent: Saturday, January 28, 2012 4:17 PM To: sam-users@nvg.ntnu.no Subject: Re: New Game - Dave Invaders I'm also going to out myself as a fan — though it took me about five goes to get to the second screen! As a career non-finisher I also have to agree with Andrew's comments on seeing a project through. My only observation would be that sometimes the collectibles aren't obvious because of the nice, detailed and colourful backgrounds. Is there any way they could periodically do a little sparkle or something? And would attempting to prod you towards an open source release have any effect? On 28 January 2012 11:41, Andrew Collier and...@intensity.org.uk wrote: On 27 Jan 2012, at 13:49, Andrew Gillen wrote: Hi folks I've finished writing my first game for the SAM. In fact it is pretty much the first game I've ever programmed in assembler (certainly on the SAM anyway) . I've tinkered with various high level languages over the years but have nothing to show for it. Nice work! I particularly like the graphics. The Sam's 16 colours can be a bit limiting and a lot of games have very sparse backgrounds because of that, so it's great to see yours with lots of detail and different themes. Most especially though, congratulations for taking a project and seeing it through until its released. I know from experience how difficult this can be. Andrew
Re: New Game - Dave Invaders
Yesss like it even more now. The level swap seems to have helped (although I couldn't get past the Easter level before - I'm that bad), and flashing the collectables in the right order has fixed two problems in one. Good work for 3 days beta testing! I'm getting itchy feet to get stuck in again myself now. Don't panic, I always say this without ever doing anything about it... :) Howard (=Tobermory) On 01-Feb-12 00:36, Andrew Gillen wrote: Hi Thomas I originally intended to release the source, but then assumed no one in their right mind would be interested. I don't have any objections to still doing so, but you'll have to wait for me to get it cleaned up. I will also remove the graphics and music data as I'd rather keep those from the public. Tonight I've also uploaded a new bug fixed version of the game. The game features bonus levels that are accessed by grabbing the keys in a specific order on each level, only on many levels it was not possible to get them in the right order. I've also tweaked the running order very slightly to move the Easter themed level slightly as feedback has suggested this is much trickier than the level directly after (the halloween one). There is also a couple of minor graphical tweaks here and there, and finally to address the problem that the keys are not always obvious I've inserted a nice little flash sequence that runs on level startup. I hope you enjoy the changes, and I look forward to hearing any more feedback you might have. Same place as before: http://www.joua.net Cheers Andrew -- From: Thomas Harte tomh.retros...@gmail.com Sent: Saturday, January 28, 2012 4:17 PM To: sam-users@nvg.ntnu.no Subject: Re: New Game - Dave Invaders I'm also going to out myself as a fan — though it took me about five goes to get to the second screen! As a career non-finisher I also have to agree with Andrew's comments on seeing a project through. My only observation would be that sometimes the collectibles aren't obvious because of the nice, detailed and colourful backgrounds. Is there any way they could periodically do a little sparkle or something? And would attempting to prod you towards an open source release have any effect? On 28 January 2012 11:41, Andrew Collier and...@intensity.org.uk wrote: On 27 Jan 2012, at 13:49, Andrew Gillen wrote: Hi folks I've finished writing my first game for the SAM. In fact it is pretty much the first game I've ever programmed in assembler (certainly on the SAM anyway) . I've tinkered with various high level languages over the years but have nothing to show for it. Nice work! I particularly like the graphics. The Sam's 16 colours can be a bit limiting and a lot of games have very sparse backgrounds because of that, so it's great to see yours with lots of detail and different themes. Most especially though, congratulations for taking a project and seeing it through until its released. I know from experience how difficult this can be. Andrew
RE: New Game - Dave Invaders
I think im probably picking up my pension then ;) I have got several things I need to sort out on the Sam. Maybe ill play around with it a bit more soon Adrian -Original Message- From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Chris Pile Sent: 29 January 2012 18:46 To: sam-users@nvg.ntnu.no Subject: Re: New Game - Dave Invaders I'm not really sure exactly where the age divide falls on this issue and I'm willing to bet none of us is classically young, but yeah! I can categorically state that I fall into Old Git territory! I keep meaning to do some Sam work again, but getting started always feels like a huge effort... Me too. Finding both the time and, more importantly, the enthusiasm to do anything on the SAM is pretty much impossible. Which is why it's refreshing to see new games and new developers such as Andrew and Rob still willing to put the effort in. Starting and (crucially) finishing any project on the SAM can be nothing more than a labour of love these days. Chris...
Re: New Game - Dave Invaders
I wanted to note that Boriel want to expand his ZX BASIC Cross-Compiler to support SAM Coupé in future too: http://www.boriel.com/wiki/en/index.php/Other_architectures But he will surely need help to finish it. His ZX BASIC is already great for coding games on Spectrum because he expanded the Spectrum syntax a lot and allow to use InLine Assembly, and I miss a good BASIC Compiler for SAM Coupé, with support of Strings and similar stuff. This would surely allow more people to write new Software for this machine. Anyone of assembly wizards willing to help him in this task? LCD Am 29.01.2012 19:45, schrieb Chris Pile: I'm not really sure exactly where the age divide falls on this issue and I'm willing to bet none of us is classically young, but yeah! I can categorically state that I fall into Old Git territory! I keep meaning to do some Sam work again, but getting started always feels like a huge effort... Me too. Finding both the time and, more importantly, the enthusiasm to do anything on the SAM is pretty much impossible. Which is why it's refreshing to see new games and new developers such as Andrew and Rob still willing to put the effort in. Starting and (crucially) finishing any project on the SAM can be nothing more than a labour of love these days. Chris...
Re: New Game - Dave Invaders
Have to send a me too post - really impressed. Love the graphics. That's two good new SAM games in the last year (Rob's Garden Centre Of The Universe game being the other one) - what's going on?! I agree 100%! It's quite worrying... But inspiring all the same. Maybe it's time for us old dogs to dust off our assemblers and get coding!! :-) Chris...
Re: New Game - Dave Invaders
Yep and show us youngsters how it is REALLY done :) -- From: Chris Pile chris.p...@blueyonder.co.uk Sent: Sunday, January 29, 2012 10:48 AM To: sam-users@nvg.ntnu.no Subject: Re: New Game - Dave Invaders Have to send a me too post - really impressed. Love the graphics. That's two good new SAM games in the last year (Rob's Garden Centre Of The Universe game being the other one) - what's going on?! I agree 100%! It's quite worrying... But inspiring all the same. Maybe it's time for us old dogs to dust off our assemblers and get coding!! :-) Chris...
Re: New Game - Dave Invaders
I'm not really sure exactly where the age divide falls on this issue and I'm willing to bet none of us is classically young, but yeah! Let's either show them or allow ourselves to be shown, as applicable. I keep meaning to do some Sam work again, but getting started always feels like a huge effort — what tool chain did you use for Dave Invaders? On 29 January 2012 10:52, Andrew Gillen a...@joua.net wrote: Yep and show us youngsters how it is REALLY done :) -- From: Chris Pile chris.p...@blueyonder.co.uk Sent: Sunday, January 29, 2012 10:48 AM To: sam-users@nvg.ntnu.no Subject: Re: New Game - Dave Invaders Have to send a me too post - really impressed. Love the graphics. That's two good new SAM games in the last year (Rob's Garden Centre Of The Universe game being the other one) - what's going on?! I agree 100%! It's quite worrying... But inspiring all the same. Maybe it's time for us old dogs to dust off our assemblers and get coding!! :-) Chris...
Re: New Game - Dave Invaders
I'm not really sure exactly where the age divide falls on this issue and I'm willing to bet none of us is classically young, but yeah! I can categorically state that I fall into Old Git territory! I keep meaning to do some Sam work again, but getting started always feels like a huge effort... Me too. Finding both the time and, more importantly, the enthusiasm to do anything on the SAM is pretty much impossible. Which is why it's refreshing to see new games and new developers such as Andrew and Rob still willing to put the effort in. Starting and (crucially) finishing any project on the SAM can be nothing more than a labour of love these days. Chris...
Re: New Game - Dave Invaders
On 27 Jan 2012, at 13:49, Andrew Gillen wrote: Hi folks I've finished writing my first game for the SAM. In fact it is pretty much the first game I've ever programmed in assembler (certainly on the SAM anyway) . I've tinkered with various high level languages over the years but have nothing to show for it. Nice work! I particularly like the graphics. The Sam's 16 colours can be a bit limiting and a lot of games have very sparse backgrounds because of that, so it's great to see yours with lots of detail and different themes. Most especially though, congratulations for taking a project and seeing it through until its released. I know from experience how difficult this can be. Andrew
Re: New Game - Dave Invaders
I'm also going to out myself as a fan — though it took me about five goes to get to the second screen! As a career non-finisher I also have to agree with Andrew's comments on seeing a project through. My only observation would be that sometimes the collectibles aren't obvious because of the nice, detailed and colourful backgrounds. Is there any way they could periodically do a little sparkle or something? And would attempting to prod you towards an open source release have any effect? On 28 January 2012 11:41, Andrew Collier and...@intensity.org.uk wrote: On 27 Jan 2012, at 13:49, Andrew Gillen wrote: Hi folks I've finished writing my first game for the SAM. In fact it is pretty much the first game I've ever programmed in assembler (certainly on the SAM anyway) . I've tinkered with various high level languages over the years but have nothing to show for it. Nice work! I particularly like the graphics. The Sam's 16 colours can be a bit limiting and a lot of games have very sparse backgrounds because of that, so it's great to see yours with lots of detail and different themes. Most especially though, congratulations for taking a project and seeing it through until its released. I know from experience how difficult this can be. Andrew
Re: New Game - Dave Invaders
Very nice -- very Manic Miner, though visually quite different. I like the backgrounds a lot, and in fact, the only graphical complaint I have is that the things you're meant to collect can get a little lost against it. (Perhaps if they blinked or changed colour or something). Otherwise, I can't fault it. Good work! On Fri, Jan 27, 2012 at 7:49 AM, Andrew Gillen a...@joua.net wrote: ** Hi folks I've finished writing my first game for the SAM. In fact it is pretty much the first game I've ever programmed in assembler (certainly on the SAM anyway) . I've tinkered with various high level languages over the years but have nothing to show for it. You can grab it from this rather minimalist website: http://www.joua.net/ You need a 512KB SAM for it (although when playing it you'd be forgiven for asking why..). Just a run of the mill single screen platfomer, really, but I appreciate any feed back. I've learned a heck of a lot of the year programming it and should be taking the experience gained to improve my skills (what skills?!) when tackling new projects which will be forthcoming! If you find the frame rate somewhat lacking on some levels then you can turn off the music (e-tracker mods) to gain some processing time. Or just turn it off anyway of course if you don't like it! Anyway, enjoy. Cheers Andrew. -- James R Curry 8...@itdoesntsuck.com
Re: New Game - Dave Invaders
Great job with your game, especially as a first in Z80! As well as Manic Miner I got a hint of Jasper from it for some reason. I'm also a fan of the sideways screen wipe, which feels very arcade retro. I didn't notice any issues with the collision detection, though I did struggle to spot the items at times. Looking forwards to what you have in store for future projects :) Si On 27/01/2012 13:49, Andrew Gillen wrote: Hi folks I've finished writing my first game for the SAM. In fact it is pretty much the first game I've ever programmed in assembler (certainly on the SAM anyway) . I've tinkered with various high level languages over the years but have nothing to show for it. You can grab it from this rather minimalist website: http://www.joua.net/ You need a 512KB SAM for it (although when playing it you'd be forgiven for asking why..). Just a run of the mill single screen platfomer, really, but I appreciate any feed back. I've learned a heck of a lot of the year programming it and should be taking the experience gained to improve my skills (what skills?!) when tackling new projects which will be forthcoming! If you find the frame rate somewhat lacking on some levels then you can turn off the music (e-tracker mods) to gain some processing time. Or just turn it off anyway of course if you don't like it! Anyway, enjoy. Cheers Andrew.
Re: New Game - Dave Invaders
Have to send a me too post - really impressed. Love the graphics. That's two good new SAM games in the last year (Rob's Garden Centre Of The Universe game being the other one) - what's going on?! -- Gavin Twitter: @gvnsmth, @libapp On Jan 28, 2012, at 7:38 PM, James R Curry wrote: Very nice -- very Manic Miner, though visually quite different. I like the backgrounds a lot, and in fact, the only graphical complaint I have is that the things you're meant to collect can get a little lost against it. (Perhaps if they blinked or changed colour or something). Otherwise, I can't fault it. Good work! On Fri, Jan 27, 2012 at 7:49 AM, Andrew Gillen a...@joua.net wrote: Hi folks I've finished writing my first game for the SAM. In fact it is pretty much the first game I've ever programmed in assembler (certainly on the SAM anyway) . I've tinkered with various high level languages over the years but have nothing to show for it. You can grab it from this rather minimalist website: http://www.joua.net/ You need a 512KB SAM for it (although when playing it you'd be forgiven for asking why..). Just a run of the mill single screen platfomer, really, but I appreciate any feed back. I've learned a heck of a lot of the year programming it and should be taking the experience gained to improve my skills (what skills?!) when tackling new projects which will be forthcoming! If you find the frame rate somewhat lacking on some levels then you can turn off the music (e-tracker mods) to gain some processing time. Or just turn it off anyway of course if you don't like it! Anyway, enjoy. Cheers Andrew. -- James R Curry 8...@itdoesntsuck.com
Re: New Game - Dave Invaders
It's great to see any new SAM game! Well done! And congrats for programming it in assembler. Wish I could do that, as it would give me much more elbow room for a couple of my own projects. (It's GamesMaster's fault, honest!!) It's certainly good old fashioned platformer fun. How many levels/screens are there? Warren Quoting Andrew Gillen a...@joua.net: Hi folks I've finished writing my first game for the SAM. In fact it is pretty much the first game I've ever programmed in assembler (certainly on the SAM anyway) . I've tinkered with various high level languages over the years but have nothing to show for it. You can grab it from this rather minimalist website: http://www.joua.net/ You need a 512KB SAM for it (although when playing it you'd be forgiven for asking why..). Just a run of the mill single screen platfomer, really, but I appreciate any feed back. I've learned a heck of a lot of the year programming it and should be taking the experience gained to improve my skills (what skills?!) when tackling new projects which will be forthcoming! If you find the frame rate somewhat lacking on some levels then you can turn off the music (e-tracker mods) to gain some processing time. Or just turn it off anyway of course if you don't like it! Anyway, enjoy. Cheers Andrew.
Re: New Game - Dave Invaders
Oh well done!!! I didn't think I'd ever read another message like this, Sam's a great platform to hone your skills. *waiting impatiently for work to finish so I can try it* Howard Sent from my BlackBerry® smartphone on O2 -Original Message- From: Andrew Gillen a...@joua.net Sender: owner-sam-us...@nvg.ntnu.no Date: Fri, 27 Jan 2012 13:49:30 To: sam-users@nvg.ntnu.no Reply-To: sam-users@nvg.ntnu.no Subject: New Game - Dave Invaders Hi folks I've finished writing my first game for the SAM. In fact it is pretty much the first game I've ever programmed in assembler (certainly on the SAM anyway) . I've tinkered with various high level languages over the years but have nothing to show for it. You can grab it from this rather minimalist website: http://www.joua.net/ You need a 512KB SAM for it (although when playing it you'd be forgiven for asking why..). Just a run of the mill single screen platfomer, really, but I appreciate any feed back. I've learned a heck of a lot of the year programming it and should be taking the experience gained to improve my skills (what skills?!) when tackling new projects which will be forthcoming! If you find the frame rate somewhat lacking on some levels then you can turn off the music (e-tracker mods) to gain some processing time. Or just turn it off anyway of course if you don't like it! Anyway, enjoy. Cheers Andrew.
Re: New Game - Dave Invaders
HI Warren, Glad you like it. There are 15 screens of the main game, but there might be more to see if you get lucky... :) I should of course mention when I say my first game, I didn't work wholly alone as I had great assistance from a good friend of mine on the graphics and music - Mr Jaco Van Der Walt. Cheers Andrew -- From: war...@wdlee.co.uk Sent: Friday, January 27, 2012 2:49 PM To: sam-users@nvg.ntnu.no Subject: Re: New Game - Dave Invaders It's great to see any new SAM game! Well done! And congrats for programming it in assembler. Wish I could do that, as it would give me much more elbow room for a couple of my own projects. (It's GamesMaster's fault, honest!!) It's certainly good old fashioned platformer fun. How many levels/screens are there? Warren Quoting Andrew Gillen a...@joua.net: Hi folks I've finished writing my first game for the SAM. In fact it is pretty much the first game I've ever programmed in assembler (certainly on the SAM anyway) . I've tinkered with various high level languages over the years but have nothing to show for it. You can grab it from this rather minimalist website: http://www.joua.net/ You need a 512KB SAM for it (although when playing it you'd be forgiven for asking why..). Just a run of the mill single screen platfomer, really, but I appreciate any feed back. I've learned a heck of a lot of the year programming it and should be taking the experience gained to improve my skills (what skills?!) when tackling new projects which will be forthcoming! If you find the frame rate somewhat lacking on some levels then you can turn off the music (e-tracker mods) to gain some processing time. Or just turn it off anyway of course if you don't like it! Anyway, enjoy. Cheers Andrew.
Re: New Game - Dave Invaders
I'm going to have to download Simcoupe to try this out ... i've always had a soft spot for platformers :) Quoting Andrew Gillen a...@joua.net: Hi folks I've finished writing my first game for the SAM.
Re: New Game - Dave Invaders
Hi Chris Great to have your feedback. You're right the collision detection isn't quite there. I don't think it helps that the sprites are pretty irregular in their dimensions, I've tried to make allowances for this in the code, but it doesn't quite work as well as I'd like, but you live and learn. There is also some weird program flow design choices I made to make things a little smoother, and I think they make the detection look a bit off sometimes. The player thinks they've made it past an enemy sprite only to be penalized for it a frame or two later. This is a throwback to some old code I had in there which eventually got removed, but I didn't tidy the rest of it up so some of it remains. I'm probably not making any sense now, I know I'm rambling on so I'll just stop here. Anyway I'm grinning from ear to ear with the positive reaction the game has had. cheers Andrew -- From: Chris Pile chris.p...@blueyonder.co.uk Sent: Friday, January 27, 2012 2:55 PM To: sam-users@nvg.ntnu.no Subject: Re: New Game - Dave Invaders Hi Andrew, You know what - that is very nice!!! I'm not usually a fan of platformers - but you've created a little beauty there! Love the graphics. Love the arcade-type touches in there too - especially the side-swipe CLS. That little touch alone is very retro! It's something you used to see all the time back in the early days of the '80s arcades. I love things like that! I even like the music! The little ditty used on the cut-scene is great - again, it gives it a very retro feel. If that's your first game in assembler then I'm looking forward to your second!! If I had one criticism it would be that the collision detection is a bit off at times. But accurate collision detection can be a PITA to be honest. That's perhaps a task to address in your next game? For now - I love it, even though it's bloody hard!! But then I'm generally pretty useless when it comes to playing games! :-) Regards, Chris.
Re: New game (maybe)
Yes, indeedy, I'd be interested in it. I love business/management games, and there isn't really a decent stocks and shares one on the SAM (never mind the Speccy). I used to have one on the Acorn Electron that was great fun, but that was many years ago *sniff*. And hard luck having to do Modula-2 - I had Agree - any new game for the SAM is a Good Thing. to do it as well, and it's completely f*cking useless, employers don't want to know you if you can't code in C/C++. Be thankful you aren't my younger brother, who has to learn Cobol this year in college!!! That will come in damn useful after the year 2000, I don't think. Disagree - employers don't care less if you know how to code in C or Smalltak or COBOL or whatever as long as you know the principles of programming - preferably OO. In that respect Modula-2 (and Smalltak and Ada95) are one of the better. Learning OO from C++ is like learning to drive from a blind person (appologies to all blind persons reading this). -Frode -- ** Home - [EMAIL PROTECTED] Work - [EMAIL PROTECTED] Website - http://www.purple.dircon.co.uk IRC - SparkY or SparkYY on #TheLocal or #SAM-Community **
Re: New game (maybe)
On Thu, 12 Nov 1998 00:52:01 +0100, Gavin Smith said: And hard luck having to do Modula-2 - I had to do it as well, and it's completely f*cking useless, employers don't want to know you if you can't code in C/C++. Be thankful you aren't my younger brother, who has to learn Cobol this year in college!!! That will come in damn useful after the year 2000, I don't think. A few of our lecturers used to set practicals in Modula-2 [the others use more obscure ones like Haskell and Caml], but about three years ago they switched to C++ (yuk, give me plain C any day). This year, however, they seem to have ditched C++ and gone on to Oberon (which looks remarkably like Modula-2, since we are not using the full development environment). At least the compilers are not as flakey as the old SunOS Modula-2 one. As for COBOL, well it's a bit late but I'd bet COBOL programmers are in high demand right now to sort out all the legacy code for the millennium. imc
Re: New game (maybe)
Would anybody be interested in a game for the SAM (possibly even the Speccy) called Palmyra? Yes, indeedy, I'd be interested in it. I love business/management games, and there isn't really a decent stocks and shares one on the SAM (never mind the Speccy). I used to have one on the Acorn Electron that was great fun, but that was many years ago *sniff*. Malcolm has also e-mailed me, so I've decided to give it a go - probably won't be around until Easter / Summer however. And hard luck having to do Modula-2 - I had to do it as well, and it's completely f*cking useless, employers don't want I agree, however, I've been taught it for two years and as my C++ isn't up to much so I figured I'd be better off working with Modula-2 for this project! Thanks for the support. Dave.
Re: New game (maybe)
Yeah! Do it, Dave. Mark __ Get Your Private, Free Email at http://www.hotmail.com
Re: New game (maybe)
D A Fulton wrote: Would anybody be interested in a game for the SAM (possibly even the Speccy) called Palmyra? Yes, indeedy, I'd be interested in it. I love business/management games, and there isn't really a decent stocks and shares one on the SAM (never mind the Speccy). I used to have one on the Acorn Electron that was great fun, but that was many years ago *sniff*. And hard luck having to do Modula-2 - I had to do it as well, and it's completely f*cking useless, employers don't want to know you if you can't code in C/C++. Be thankful you aren't my younger brother, who has to learn Cobol this year in college!!! That will come in damn useful after the year 2000, I don't think. -- ** Home - [EMAIL PROTECTED] Work - [EMAIL PROTECTED] Website - http://www.purple.dircon.co.uk IRC - SparkY or SparkYY on #TheLocal or #SAM-Community **