Started by CPCRetroDev, 20:23, 13 July 20
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Quote from: Gryzor on 13:53, 13 August 20see the level of detail and lovely pixel aesthetics.
Quote from: Gryzor on 15:04, 27 July 20I think CPCRetroDev is pretty self-sufficient and self-sponsored. I don't think much could be done in the way of 'sponsoring' it.
Quote from: AMSDOS on 01:02, 14 August 20I think the suggestion was to have the CPCWiki represent BASIC entries made into the competition.
Quote from: AMSDOS on 01:02, 14 August 20The trouble is do you draw a line somewhere, for instance would it have to be 100% BASIC, or a mix of Machine Code/BASIC or a library such as 8BP?
Quote from: CPCRetroDev on 17:19, 18 August 20One more year Blast Annual is giving the award for "Best Opera Prima" with an amount of 50 euros! Is there anyone here who has never made a game? Cause this is the moment.
Quote from: eto on 17:37, 18 August 20Never means "never ever in my life on any machine"? (which probably would be the equivalent of "never touched a programming language" as probably everybody at least coded some simple dice game or similar easy games)
Quote from: Arnaud on 09:51, 25 September 20Seems ok to finish my game, certainly because i have got some help this year.
Quote from: awergh on 10:13, 25 September 20Currently working on a game, I had a bit of a dip in productivity where I was being indecisive.Once I made my decisions though I was back on track.Somehow I don't expect to submit with much time to spare, but who needs sleep when you can do it the next day
Quote from: ervin on 10:29, 25 September 20Really looking forward to seeing your game.You always develop great games.
Quote from: ervin on 10:32, 25 September 20I've had some big technical challenges with my game, which have significantly delayed the project. I've had to cut back on some features as a result. Hopefully I can make it interesting to play... I have managed to get a subtle rotational scroll happening (kind of like Nebulus but not as "rounded"). That was very tricky. It was more "rounded" at first, but it made tile printing (the engine is tile-based) extremely tricky, because of all the real-time bit shifting I had to do to print tiles across byte boundaries. Absolute nightmare. The new less "rounded" scroll still does some of that, but much less, as I had to reconfigure it to meet byte boundaries as much as possible. There are still a number of tiles that have to cross byte boundaries though, but in the end I had to pick whether I wanted rounded but slow rotational scrolling, or less rounded but fast. I chose fast. Another challenge was making a proper wraparound level, where objects, sprites and even collision detection work across the 256-byte boundary. That is, the moment when your character goes from x-position 255 back to 0 because of 8-bit variables. Vertical scrolling can wraparound as well in this engine, but my game won't wraparound the y-position. The map is 256x256 tiles, and the player can go almost anywhere in it, but only horizontal scrolling wraps around. It's working really well, but it took a lot of time to get it right. Hoping to put up a short video of it soon, once I get some terrible programmer graphics in.
Quote from: skylas on 03:04, 25 September 20As we are reaching the contest, is anyone from the forum preparing a game? any progress or ideas?
Quote from: mr_lou on 07:19, 25 September 20As I kinda anticipated, I sadly haven't had time to do anything with my BASIC game project. As usual I envy all of you who manage to find time to do these projects.Maybe next year.
Quote from: skylas on 13:12, 25 September 20Dont worry! There will be more competitions in the future to participate!
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