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The art of being clueless



15 (part 5)

Posted by seemo, in binaries 07 March 2011 · 130 views

- when your car is 'hit' by another car, it becomes damaged, and its maximum speed is reduced
- periodically, wrenches show on the road: 'catching' one will restore your car status to fully functional
- picking up a wrench when your car is fully functional will increase your score
- if your car gets 'hit' by another car when it is...


15 (part 4)

Posted by seemo, in binaries 04 March 2011 · 123 views

This version implements a simple '3D' effect, with the cars appearing slightly 'above' the road.

To make the effect work, I had to force the road color to gray, and both the road borders and the cars will appear white.

Run the binary in Stella, press ALT+P to enable the phosphor effect, and wear a pair of red/blue glasses.


15 (part 3)

Posted by seemo, in binaries 02 March 2011 · 88 views

- each road section now has a distinct length and its own traffic density (easy on that accelerator :) )
- the player's car acceleration/deceleration speed has been slightly increased
- simple fx when the player's car 'collides' with other cars


15 (part 2)

Posted by seemo, in binaries 01 March 2011 · 88 views

Here's an updated version of the game

- to make the game easier on the eyes, the road color is 'solid' now (alternating slices of colors are used for the borders, though)
- one car sprite has been modified (removed one bitmap row from the front/added one to the rear)
- player's car handling has been updated: horizontal acceleration...


15

Posted by seemo, in binaries 25 February 2011 · 80 views

15 is a simple racing game, that uses some elements from lead.
The car sprites and game idea are a courtesy of Nathan Strum, and the player's car horizontal movement uses Thomas Jentzsch routine: thank you ! :thumbsup:

- press fire to start a game
- during gameplay, hold fire to accelerate, release it to decelerate
- use left/right to move your...


atlas (part 11)

Posted by seemo, in binaries 16 February 2011 · 87 views

- enemies move more smoothly
- playfield size has been increased by one row
- centered score/enemy-stopper digits
- changed music


atlas (part 10)

Posted by seemo, in binaries 14 February 2011 · 94 views

here's a more refined version of the game, that abandons the 1k format

gameplay:
- 'type c' gameplay has been mantained, but this time there are two red enemy objects moving across the playfield
- every new level starts when 25 points are scored (maximum level is still 9)
- every time the playfield is cleared (=25 cells are collected), you gain...


atlas (part 9)

Posted by seemo, in binaries 12 February 2011 · 67 views

ok, I have worked on the previous version, here are the results:

- code has been reduced to 1k (score digits aren't 'shaded' anymore, though)
- new music with 'lively' feeling
- timings have been accelerated to increase the game 'urgency'
- each level starts every 100 points, meaning that you have to clear the playfield (= get...


atlas (part 8)

Posted by seemo, in binaries 10 February 2011 · 101 views

another variation, but this time there are two moving objects:

- you start the game with a playfield cell, placed at the center of the screen: move it around the playfield, in order to get near the light blue object
- once the light blue object finds itself in any of the surrounding cells of any playfield cell, it turns itself into a playfield cell, and...


atlas (part 7)

Posted by seemo, in binaries 09 February 2011 · 91 views

here's a variation of the game:

- press fire to start a new game
- the moving object will periodically set a playfield cell
- to score points, move the plyfield cells towards any of the borders
- once a cell hits the border, it is removed
- game ends when the moving object hits a cell
- new level every 100 points






May 2013

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