Re: New game

2014-04-10 Thread Calvin Allett
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

2014-04-09 Thread Chris Pile

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

2012-11-15 Thread Marcos Cruz
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

2012-11-15 Thread Chris Pile

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

2012-11-15 Thread Simon Owen
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

2012-11-15 Thread James R Curry
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

2012-11-15 Thread Simon Owen
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

2012-11-15 Thread Andrew Gillen
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

2012-02-01 Thread the wub
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

2012-02-01 Thread Andrew Gillen

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

2012-01-31 Thread Andrew Gillen

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

2012-01-31 Thread Andrew Gillen

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

2012-01-31 Thread Balor Price
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

2012-01-30 Thread Adrian Brown
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

2012-01-30 Thread Leszek Chmielewski
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

2012-01-29 Thread Chris Pile

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

2012-01-29 Thread Andrew Gillen

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

2012-01-29 Thread Thomas Harte
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

2012-01-29 Thread 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

2012-01-28 Thread Andrew Collier
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

2012-01-28 Thread Thomas Harte
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

2012-01-28 Thread James R Curry
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

2012-01-28 Thread Simon Owen
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

2012-01-28 Thread Gavin Smith
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

2012-01-27 Thread warren
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

2012-01-27 Thread tobermory
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

2012-01-27 Thread Andrew Gillen

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

2012-01-27 Thread david
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

2012-01-27 Thread Andrew Gillen

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)

1998-11-13 Thread Frode Tenneboe
 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
 
 
 
 
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Re: New game (maybe)

1998-11-13 Thread Ian Collier
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)

1998-11-13 Thread D A Fulton
  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)

1998-11-13 Thread Mark Sturdy
Yeah!  Do it, Dave.

Mark

__
Get Your Private, Free Email at http://www.hotmail.com


Re: New game (maybe)

1998-11-12 Thread Gavin Smith
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.




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