Juno Second
I have produced another Juno First kernel demo which is attached to this message. This mockup shows the aliens at fixed positions, and you can fire the ships laser. This demo is basically just to check that there is enough time to display the scrolling background and reposition the aliens in a 1 Line Kernel (1LK). The background lines actually skip over the repositioning lines which makes it a bit jerky, but this will be fixed later.The next step will basically require a complete kernel rewrite. At the moment, the sprite repositioning happens on fixed screen lines. However, this will need to change to a system with dynamic repositioning if the aliens are going to move smoothly. At the same time, I also want to incorporate Manuel's excellent flickersort routine to allow more than one alien to be shown on the same screen lines (with flickering). Finally, I need to include the missiles for the aliens shots, and there isn't time in the current kernel. It is going to be tough to do all this and still keep the 1LK! The current plan for the game sprites is as follows:Player 0 - Ship & Laser BeamPlayer 1 - Aliens (Flickered)Missile 0 - Alien Bullet 0Missile 1 - Alien Bullet 1Ball - Alien Bullet 2PF Background = Moving LinesEDIT: As noted in the comments, I have got a bit stuck with the PoP sprites as the artist seems to have disappeared. I will be very grateful for any help with this, as the game will not progress further otherwise. So far, I only have the following walking sequence:EDIT2: Nathan produced a cool logo for Juno First. It looks best using the Phosphorescent option in z26 or Stella: pescoman_v96.zipChris
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