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 





JAM Assembler 1.13 problems?

2012-01-31 Thread Balor Price



So, hmmm... while I'm fired up...

Anyone having problems with the GUI in Jam Assembler?  It's been a while 
since I tinkered, but now I'm getting gobbledygook instead of English in 
the dropdown menus and dialogue boxes... At a guess I'd say the font 
lookups had gone askew, it's a JAR file that's executed so it's not 
relying on Windows API calls or anything.  David?


Howard