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
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.