Seems like a good idea. Would like to see more 84+ games ported to the Prizm. :)
Any screenshots or preview mockups?
Kidding aside, will it use a similar scheme as the original, with black sky/dark area? A lot of the color calc games (particularly on the CX) seems to use white backgrounds, which is weird. >.<
are there no good sprite clipping routines for the prizm yet?
This is always the first thing I notice in a game, and I bother you with it while it is still easy to fix it :P
Do you plan on adding the possibility to play as a girl or will girls have to deal with that guy ? ;)
Other than that, those animations look great indeed :)
The character sprites look great!
for example if i kept the array in L3Code: [Select]Lbl bullets
return!if {L3}r //L3r will have the number of bullets currently in play, so quit routine if no bullets
L3+2->F //F will keep track of the current array pointer
{L3}r+1
while -1->E
{F+2}r+{F+4}r -> {F+2}r //update bullet x, if bullet x is kept in index+2 and xvel is kept in index+4
If (bullet on screen)
Pt-On(plaX-{F+2}r,{F+6}r,{F}r*8+pic0) //draw bullets, assume buly is in index+6 and bullet type is in index+0
end
F+8->F //move to next bullet
E
end
typedef struct{
unsigned short x;
unsigned short y;
short xvel;
short yvel;
}Bullet;
And you can init it like this:Bullet bul = {.x = 20, .y = 35, .xvel = 2, .yvel = 3};
bul.x += bul.xvel;
bul.y += bul.yvel;
YOu have a struct like this:Code: [Select]typedef struct{
And you can init it like this:
unsigned short x;
unsigned short y;
short xvel;
short yvel;
}Bullet;Code: [Select]Bullet bul = {.x = 20, .y = 35, .xvel = 2, .yvel = 3};
YOu can later add things like type id, lifetime, or whatever you want! ;)
And adding xvel and yvel to the bullet:Code: [Select]bul.x += bul.xvel;
bul.y += bul.yvel;
unsigned char array[5];
So, this works too on structs!Bullets myBullets[100];
for(unsigned i = 0; i < 100; ++i) {
displayBullet(myBullets[i]);
//display_sprite(myBullets[i].x, myBullets[i].y, myBulletSprite);
}
I hope you understood! ;)