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While I was working on my vertical engine, I also decided to make some other demos out of boredom. The first is a horizontal shooting demo, and the second a platformer. The .78b files are included in their respective .zip files.

Horizontal Shooter 12-27-2020.zip Horizontal_Shooting_demo.78b.a78 Horizontal_Shooting_demo.78b.bin Horizontal_Shooting_demo.78b.list.txt Platformer Demo 3-18-2021.zip platformer_demo_v01.78b.a78 platformer_demo_v01.78b.bin platformer_demo_v01.78b.list.txt

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Posted (edited)

I thought I would upload some actual screenshots.

 

0000.png

0001.png

0002.png

0003.png

Edited by SlidellMan
Removal of blank screen.
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Posted (edited)

So, I decided to study the firing routines from the Space Physics demo from the bundled examples, and here's the results. As always, if you find something I overlooked, let me know.

Horizontal Shooter 6-24-2021.zip Horizontal_Shooting_demo.78b.a78 Horizontal_Shooting_demo.78b.bin Horizontal_Shooting_demo.78b.list.txt

Update: I released that the frameCounter variable was ill-suited for what I wanted, so I added in some more variables. Now back to having the shooting work properly.

HS 6-24-2021upd.zip

Edited by SlidellMan
Bug problem.
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Ship moves and shoots nicely. I'd suggest a shorter SFX and firing multiple shots causes them to roll up a bit.

 

Nice progress!

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I wanted to do simple block dropping, but with one of the two being controlled by the left joystick. You can look at my sources if you want.

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I wanted the left block to control like the falling blocks in Tetris and Dr. Mario as a means to make my platforming engine better. The gravity/falling subroutine was based on the included "Ramcharmap" demo.

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That I am trying to figure out, and the platformer demo has a couple of levels in it.

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I only took a brief look, but I can at least say the cause of the flicker: you have "drawscreen" twice in your main loop. Get rid of the first instance, and the flicker goes away.

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   alphadata level1 platformer_test_tiles_ramchar extrawide

 

For each of your alphadata maps, add the extrawide keyword at the end of the line.  That'll force the plotmap function to turn on doublewide when plotting it, even if you have it turned off for the main program.
 

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