From Richard's C64 blog!
22nd April 2017
It has been quite a while since I last blogged something in. This time I have no video to show you, but a few snapshots, to prove more work has been done on the project.
Anyway what has been happening this week. Well, today in fact. Some more game sprites were drawn, and another 2 alien formation tables were set up. Although no path movement tables have yet been set. This will happen occasionally. Some new space ships were created to make alien waves move downwards, and diagonal through a table. There’s also another downwards formation, where circular robotic ships move in different speeds. They appear in more than just one go.
I also focused on scoring. A score subroutine was added and linked to the enemy death subroutines, so that the player scores points per alien shot.
Then came the sprite/background collision. I referred to the source in Trance Sector Ultimate, to try and get a 2×2 char sprite/background collision, and even implemented one on the 2×3 characters. I wanted to give this game a Uridium/Warhawk type of feeling, so made it possible that the player can destroy background objects to boost the score. The other sprite/background collision resembles to the player / wall collision.
After adding the collision subroutines, the player was missing something vitally important. A shield counter – to give the player chance to escape collision, when in re-spawn mode. Also an explosion animation to the player. So that every time the player hit an enemy, when the shields are out it explodes.
Now here’s the latest WIP video of the work that has been done so far on this project.
Tune in next time for another project update 🙂