Printed Amstrad Addict magazine announced, check it out here!
Started by NewsBot, 16:00, 20 October 16
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Quote from: ervin on 09:46, 29 March 19This is so impressive.I've been chatting with the dev on youtube about the sprite routines.I'd love to have a look at some of the code.
Quote from: fgbrain on 20:19, 31 March 19Apart from printing sprites ... For such a game with many bullets on screenhow do you handle sprites collision??
Quote from: zhulien on 15:42, 01 April 19one of my favourite games of all time, makes the wonder though...could a TATE mode work well on the CPC? You could then leverage off the horizontal hardware scroll, potentially full screen
Quote from: GUNHED on 21:13, 02 April 19Pixel precise horizontal scrolling on all CRTCs is also very easy. Use two screens, like shown here:
Quote from: abalore on 23:26, 02 April 19Yeah, it's probably combining the R3 trick with two sets of tiles (displaced by one pixel). It doesn't seem to have a big tile variety at all. In my case I just can't afford that technique, I can barely fit in memory the 256 different tiles per level in my game (I already use 3 screen buffers, tilemap, sprites, soundtrack...) . It would require to double the tile memory, which is out of consideration.
Quote from: zhulien on 15:42, 01 April 19could a TATE mode work well on the CPC? You could then leverage off the horizontal hardware scroll, potentially full screen
Quote from: GUNHED on 14:31, 03 April 19Today everybody has an X-MEM or RAM expansion anyway.
Quote from: Carnivius on 15:33, 03 April 19Not everybody.
Quote from: GUNHED on 14:31, 03 April 19You could move to 128 KB to have 64 KB more for tiles.
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