R
evival of the project, that is. It's not a resurrection-based game.
Following a hiatus due to realising that my original concept was rubbish, I had a different idea. It's nothing particularly original; sideways scrolling, and the sheep following one another like a snake. There will be things to collect, and things to avoid.
Avoiding the enemies will be more difficult, the more sheep are following the one you're controlling. The idea is that you start with one, and accumulate friends as you go along. They may be dispatched by enemies, and there will be a maximum of four because of the way I've used two sprites to get hi-res with multicolour effect.
There are no collectibles or enemies yet, but here's the basic action, which I'm really happy with.
The sound you hear on the video is being played by a breadbin 64. It's my most recent tune for this game. The video is captured from VICE
It was my first go with the 64's scrolling capability. I cut my teeth on Vic20, and later spent some time with z80 machine code on a Spectrum +2.
It was straightforward, and it's very effective. The bulk of the work to actually move screen data only has to be done once in 8 frames. And limiting the actual scrolling images to half a dozen rows on the screen means that it doesn't take long, and I can use the character set, simply rotating 240 characters in screen memory.
I plan to make sets of sprites scaled to slightly different sizes, to give a better perspective effect - they'll get smaller the higher up the screen they are (ie further away).
So for the scrolling hills in the background, did I generate them by algorithm? Or draw them electronically and write routines to pack and unpack the data? Did I heck.
I got out graph paper and coloured pens. Oldschool!
Each screen-width of data packs to 3-4 hundred bytes. I've made three screen-widths before it repeats. If that's good enough for Fred Flintstone.....
Following a hiatus due to realising that my original concept was rubbish, I had a different idea. It's nothing particularly original; sideways scrolling, and the sheep following one another like a snake. There will be things to collect, and things to avoid.
Avoiding the enemies will be more difficult, the more sheep are following the one you're controlling. The idea is that you start with one, and accumulate friends as you go along. They may be dispatched by enemies, and there will be a maximum of four because of the way I've used two sprites to get hi-res with multicolour effect.
There are no collectibles or enemies yet, but here's the basic action, which I'm really happy with.
The sound you hear on the video is being played by a breadbin 64. It's my most recent tune for this game. The video is captured from VICE
It was my first go with the 64's scrolling capability. I cut my teeth on Vic20, and later spent some time with z80 machine code on a Spectrum +2.
It was straightforward, and it's very effective. The bulk of the work to actually move screen data only has to be done once in 8 frames. And limiting the actual scrolling images to half a dozen rows on the screen means that it doesn't take long, and I can use the character set, simply rotating 240 characters in screen memory.
I plan to make sets of sprites scaled to slightly different sizes, to give a better perspective effect - they'll get smaller the higher up the screen they are (ie further away).
So for the scrolling hills in the background, did I generate them by algorithm? Or draw them electronically and write routines to pack and unpack the data? Did I heck.
I got out graph paper and coloured pens. Oldschool!
Each screen-width of data packs to 3-4 hundred bytes. I've made three screen-widths before it repeats. If that's good enough for Fred Flintstone.....
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