Jump to content


Bb DPC kernel planning.

2 replies to this topic

#1 tschak909 OFFLINE  


    River Patroller

  • 3,032 posts
  • Location:USA

Posted Fri Oct 26, 2018 1:53 PM

Hello guys, I'm trying to work out some bits in the back of my head, so that when I get some free cycles, I can bang this game out.


I finally took a chunk of time to look at the most recent Bb, and the DPC+ kernel, yeah, I know, a bit late to the party, but most of you know, i'm heavily involved in other things. :)


and I am very impressed at what's possible, so I want to do a Bb DPC+ game to complement my 2K asm dodgeball game, particularly a clone of "Warp & Warp" from Namco.


The game mechanics are simple enough...


Three screens:


* Title with scores




* Space Level




* Maze Level




I am probably considering getting rid of the left/right maze borders... or can I use BL for maze borders in the DPC+ kernel?


I may use a simple player bar to indicate the # of monsters left.


Should I use PF for the maze "posts" ?





#2 Lillapojkenpćön OFFLINE  


    Chopper Commander

  • 154 posts

Posted Fri Oct 26, 2018 6:17 PM

I tried making both the borders and six squares between with pf and it was a little to tight I thought

making the ball eight pixels wide and putting it halway of the screen to the right would make it wrap around and be the border on both sides

but skipping them and giving the enemies an extra missile might be best?

#3 Random Terrain OFFLINE  

Random Terrain

    Visual batari Basic User

  • 28,811 posts
  • Controlled Randomness
    Replay Value
  • Location:North Carolina (USA)

Posted Fri Oct 26, 2018 7:09 PM

You're pretty much stuck using the playfield if you want more than 10 posts.


You may need this when you finish your game:



0 user(s) are browsing this forum

0 members, 0 guests, 0 anonymous users