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boardgamebrewer

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  1. Do we have to sign up somewhere to get the zoom link, or will it be posted here?
  2. Woot! Thanks for judging! Congratulations to all the participants and to the winners! Can't wait to play all these games.
  3. I don't have IntyBasic SDK yet, as I mainly work off a mac, but if there is interesting docs in there, I'll install it on my other system. Thanks for all the info, it is great! I'm contemplating a new game, and just want to start off graphically in the best way.
  4. Yes, understood. Thanks for the quick reply! Now studying the differences between colorstack and fg/bg mode. I think I understand, and have successfully modified a game to change it over from mode 0 to mode 1 as an exercise. Currently looking for more info on "Coloured squares mode" which is used in colorstack I think.
  5. In constants.bas: REM ------------------------------------------------------------------------- REM Note: Add these constants to the sprite command's X parameter. REM ------------------------------------------------------------------------- CONST HIT = $0100 ' the sprite's collision detection. CONST VISIBLE = $0200 ' Make the sprite visible. CONST ZOOMX2 = $0400 ' Make the sprite twice the width. REM ------------------------------------------------------------------------- REM Y REM ------------------------------------------------------------------------- REM Note: Add these constants to the sprite command's Y parameter. REM ------------------------------------------------------------------------- CONST DOUBLEY = $0080 ' Make a double height sprite (with 2 GRAM cards). CONST ZOOMY2 = $0100 ' Make the sprite twice (x2) the normal height. CONST ZOOMY4 = $0200 ' Make the sprite quadruple (x4) the normal height. CONST ZOOMY8 = $0300 ' Make the sprite octuple (x8) the normal height. CONST FLIPX = $0400 ' Flip/mirror the sprite in X. CONST FLIPY = $0800 ' Flip/mirror the sprite in Y. CONST MIRROR = $0C00 ' Flip/mirror the sprite in both X and Y. ZOOMY2 is defined as twice normal height, but from my understanding that this is the 'normal width' setting What am I missing?
  6. I agree with your points. I did add a few animations to help indicate when the players were entering values and when dwarves left the mine (mainly for increased understanding of the game state). But didn't really have time to do more animations on the Dangers that I wanted too. Just learning the basics of sound generation took me a week . This last week I put in some animation, learning about sprites vs print. All in all it was a great learning experience and I can't wait to improve this and work on more games! ps. I have the LTO flash. Is there any mode on it where I could compile directly to it? ie. having it plugged in via usb and in the intv at the same time?
  7. Thanks everyone. I spent some more time cleaning the screen up to hopefully make everything clearer. Also fixed some bugs and added some animation and end game music. Here is a basic outline of the game:
  8. boardgamebrewer

    dwarven mine

  9. So a couple weeks after buying Oscar's new book, here is a gameplay video of my entry into this years contest... https://youtu.be/7rV7hGZhjoM It's been real fun to code, and can't wait to do a few more games. Dwarven Mine 1-2 players + 1-4 computer players coded by Jeph Stahl 2018 based on board game Diamant by Alan Moon and Bruno Faidutti Dwarves love nothing more than digging mines for gems. They have the constitution to stand up to lots of dangers, but if they come across them again, they know to close a mine off for good. As a dwarf miner, you head into 5 mines. Each mine you will come across gems and dangers. Gems are split evenly amongst the dwarves in the mine. Any remainders are left on the trail. Each sequential mine path player will decide to stay (1+ENT) or leave (2+ENT). Dwarves leaving will split any gems remaining on the path and safely store there haul in there chest. Dwarves staying will face the next mine path. The first of each type of danger does not threaten the dwarves.... but a second of any type will cause any dwarves in the mine to drop their gems and leave, abandoning the mine forever. The dwarf with the most gems at the end of the 5 mines is the winner. Occasionally, the dwarves might come across a rare large gem. Unable to divide the large gem, it will only be available to the next dwarf to leave the mine alone. The large gem is worth 10 gems. The contents of you treasure chest is kept secret from your fellow dwarves. While you are still in the mine, you may press down on the disc to reveal your score. Be careful to keep the score secret!! The AI dwarves each have there own strategies for winning. Learn their intricacies to be able to take home more gems.
  10. Understood. Thanks Nanochess for direction and thanks DZ for the details.
  11. Hi All, I'm working hard on my game! I'm now on adding sounds. I added a couple of buzzer type sounds that I pulled from "Programming games for intellivision" but I would like to find code examples for the default sounds on the intv. Like the ding and EEENNNN (bad entry sound). I haven't found a resource for this yet, so wondering if anyone could point me in a direction. Thanks, Jeph
  12. Try 3d Printing. There are plans on thingaverse that I have had success with. Some public libraries have 3d printers you can use. Probably the cheapest way to rescue.
  13. I asked my kids to win some INTV homebrew and swag... Here are our entries.
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