Search found 152 matches

by rax
Wed Nov 23, 2022 10:55 pm
Forum: Demos
Topic: Space Force [raxiss]
Replies: 14
Views: 734

Re: Space Force [raxiss]

... Extremely detailed and best explanation! :) Basically all this buffering (as we know) is done just to avoid jitter. Without it sometimes the flickering is quite annoying and would make you quit the game. Most 8-bit machines of the time had either sprite support or a higher frame rate which cont...
by rax
Wed Nov 23, 2022 10:44 pm
Forum: Demos
Topic: Space Force [raxiss]
Replies: 14
Views: 734

Re: Space Force [raxiss]

I completely agree with everything @Dbug and @Chema say I used text mode in Oricium, which gave me 50 fps of scroll for only the big ship, but went down to 25fps when displaying enemies. But there are quite a few drawbacks, apart from the bumpy scroll (though it is less noticeable if it is horizonta...
by rax
Sun Nov 20, 2022 7:49 pm
Forum: Demos
Topic: Space Force [raxiss]
Replies: 14
Views: 734

Re: Space Force [raxiss]

... why don't you try to program much easier looking "river-raid" like game for the Oric? Nice demo :) I was thinking about a "river raid" a while ago. I have never been able to figure out how the game's levels are generated, and there are many different levels at that ( https:/...
by rax
Sun Nov 20, 2022 7:30 pm
Forum: Games
Topic: Memory [raxiss]
Replies: 20
Views: 463

Re: Memory [raxiss]

Version 1.3 :)

Two keys have been added:
"B" - change the back of the card.
"S" - sound on/off.

Also added some card backs:
backx2.png
backx2.png (705 Bytes) Viewed 123 times

Try and enjoy!
by rax
Sun Nov 20, 2022 7:24 pm
Forum: Games
Topic: Memory [raxiss]
Replies: 20
Views: 463

Re: Memory [raxiss]

coco.oric wrote: Sun Nov 20, 2022 9:04 am May be you could add a level with for example some duplicates in the cards for easy level

To make levels I have to change a lot of things. If I have free time I will add levels.
by rax
Sun Nov 20, 2022 12:58 pm
Forum: Games
Topic: Memory [raxiss]
Replies: 20
Views: 463

Re: Memory [raxiss]

I saw the problems in version 2, for which I apologize. Will be corrected as soon as possible. Another thing maybe: Is it possible to have less decoration on the back of the tiles, to me they look too much like actual patterns. I experimented with several types of backs, and the current one seemed t...
by rax
Sun Nov 20, 2022 1:37 am
Forum: Games
Topic: Memory [raxiss]
Replies: 20
Views: 463

Re: Memory [raxiss]

I made a few changes: - Added two modes: "random game" and "select game". - A timer has also been added. - If you select "random game", an inscription with the same name appears at the bottom left. If you select "select game" it says: "Selected game"...
by rax
Sat Nov 19, 2022 10:34 pm
Forum: Games
Topic: Memory [raxiss]
Replies: 20
Views: 463

Re: Memory [raxiss]

I didn't know the game would be of interest. This will be fixed :)
by rax
Fri Nov 18, 2022 10:59 pm
Forum: Games
Topic: Memory [raxiss]
Replies: 20
Views: 463

Memory [raxiss]

Hello :) I found a game I had forgotten I made. MEMORY. Nothing special, but good to have for the story. As you know, there is a board with cards turned face down and you opening the cards two at a time, should be able to reveal two identical cards. I publish it go as it was 3 years ago. memory.jpg ...
by rax
Thu Nov 17, 2022 2:40 pm
Forum: Demos
Topic: Space Force [raxiss]
Replies: 14
Views: 734

Re: Space Force [raxiss]

This is the idea to try :).
I'm not sure if it will work, but as I recall it was a similar way to tile the screen on NES console.
by rax
Wed Nov 16, 2022 4:21 pm
Forum: Demos
Topic: Space Force [raxiss]
Replies: 14
Views: 734

Re: Space Force [raxiss]

Very nice, indeed reminds me of the Swiv tech demo :) Thanks @Dbug. This is very intriguing - do you see paths for optimization? As I recall, Twilighte got into some very twisty territory with SWIV in terms of optimizing draw lists .. not to compare, but I wonder if you've still got room for smooth...
by rax
Fri Nov 11, 2022 4:28 pm
Forum: Demos
Topic: Space Force [raxiss]
Replies: 14
Views: 734

Space Force [raxiss]

HI :), This is also a game I started two years ago. I wanted to try making a vertical shooter after being inspired by Twilighte's SWIV. One of my main goals was to experiment with 12x12 tiles and their different coloring. I had several concepts at various levels, but I never decided whether the acti...
by rax
Wed Nov 09, 2022 10:32 pm
Forum: C programming
Topic: Pseudo pixel game prototype.
Replies: 4
Views: 818

Re: Pseudo pixel game prototype.

Well, it ain't no SWIV, but its surely something that I could see evolving to be a very playable shooter... whats with the top-line character mess, though? Top-line character is a glitch. I didn't have time to fix it. I'll never be able to do anything like SWIV. I had started something similar and ...
by rax
Mon Nov 07, 2022 11:18 pm
Forum: C programming
Topic: Pseudo pixel game prototype.
Replies: 4
Views: 818

Re: Pseudo pixel game prototype.

Yes! The desired effect was close to the ZX81.

Here's a pathetic attempt at coloring. I think it can be a hundred percent better, but it needs a lot of work .
(there are also glitches that I couldn't easily fix).
by rax
Sun Nov 06, 2022 11:16 pm
Forum: C programming
Topic: Pseudo pixel game prototype.
Replies: 4
Views: 818

Pseudo pixel game prototype.

After making the font, i decided to try if it could also be a game with these 16 characters. it's just a prototype, I don't know if it will become a finished game Here is the result: Sprites: sprites.png Level: levelMap.png Code: https://github.com/raxrax/oricOsdkPseudoPixelsGame Game: alt4x4GamePro...