River Raid Tech Demo
Just a little something to look at. Enjoy.
Joefish_River_Raid_Tech_Demo_01.tap
Put together using a 48K Spectrum under ZXSpin, but it seems to be stable on most models.
Sadly there are no controls and the river's a bit narrow. I have a few more ideas so may come back to this. Or it might mutate into something else...
Joefish_River_Raid_Tech_Demo_01.tap
Put together using a 48K Spectrum under ZXSpin, but it seems to be stable on most models.
Sadly there are no controls and the river's a bit narrow. I have a few more ideas so may come back to this. Or it might mutate into something else...
Post edited by joefish on
Joefish
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Comments
Looks very good, would love this to be a finalised game ! Pretty please !
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Please, make a game of it. Such a potential shouldn't be wasted
For a start, that's as wide as the river can get. It could possibly go two characters wider, but then you couldn't have the border effect. To make it more interesting, I should be able to make it weave side-to-side but that's a hell of an overhaul. Then there's the problem of combining pixel-drawn sprites (like the plane) and attribute-drawn sprites (like the ships) into the same game.
So don't hold your breath.
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works on my +3, even my wife said 'you shouldn't be able to do that'!!!
I'm still rubbin' my eyes!!
sweet
Can't wait to see how it evolves.
I don’t think I have the stomach for it.
--Raziel (Legend of Kain: Soul Reaver 2)
https://www.youtube.com/user/VincentTSFP
Cool stuff!
Bytes:Chuntey - Spectrum tech blog.
look at the "new game ideas" forum.
@joefish:
wow! Something to show to my CPC friends.
Focus now! You know you can do it! ;)
Well done - looks amazing!
But, this only works for the 14 characters in the middle of the screen. The 9 characters to the left and to the right (where the road continues) are perfectly legal Spectrum attributes (black on green or black on yellow). Then half way through swapping the attributes, it swaps the border colour to match on that line too (this is why it isn't quite the 16-character wide strip some demos achieve, as there's a border switch in there too).
The ships and scenery are drawn entirely from attributes. Most of the centre section of the screen is filled with a 00001111 pattern, so by setting ink and paper colours it can draw shapes in 4x1 pixel blocks. These can also be scrolled fairly quickly just by moving the address of where the screen redraw takes its attribute data from.
This makes it much harder to draw detailed sprites, as the pixels have to be drawn to the screen memory, but the attributes have to be drawn to a moving window on a buffer elsewhere in the memory.
If you look closely where the biplane passes over the bridge, there's still a brief moment of 1x8 pixel attribute clash where the white of the bridge support flicks out to fill most of the 1x8 cell, when one black pixel of the propellor is drawn there.
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You have joined WOS quite recently and you have already shown a very high skill of Spectrum programming.
Say, have you had written something on Spectrum before, or is it your first try?
I did try writing some machine code multi-colour routines like this one. I had another one that redrew up to 8 16x16 sprites every frame, swapping between two images to make them appear to be in 3 colours, but they were flickery as hell. I did get the hang of optimising and timing code based on the Z80 instruction set.
I moved onto the ST shortly after that, where there were similar effects you could produce, but they took a long long time to master. I never produced anything commercially, though I have worked in programming for various communications and defence-related businesses.
The thing is, there's a big difference between developing the code for a game and developing good progressive levels that people would actually want to play. It's the latter that I never got to finish. Though if I need it, I hope I can get some help here.
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Do you mean you've tried it on a real one?
I really need to find my old Speccy, but it's in my parent's loft, and the room below the loft access is so full of old stuff too...
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Bob is a very useful bloke to know...
Wow, it is impressive!
If this demo could be turned into a playable game with enemy sprites, bullets, free player movement and a scoring system I'd go as far as to say it would be the greatest programming achievement from a technical point of view on the ZX Spectrum....ever!
but this would be first ever fully multicolour game in a standard speccy. I remember there may be some other game, about "bats" (or something) which uses multicolour sprites only.
So, the argument made by zxspecticle may be slightly ott but not so much. Turning this demo into a game is not an easy task, if not impossible.
eheh, a game which relies on multicolour rendering to make sense?
Not sure if this is the one you mean (it has "bats" in), but... TV Game by Weird Science Software