New Game - Dave Invaders

2012-01-27 Thread Andrew Gillen
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 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.