AFAIK this is how it was handled in Redrunner on the C64: noname.c64.org/csdb/release/?id=53708 - if the measly 6510 can do this... B-)
C64 can do parallax scrolling too, like in Mayhem in Monsterworld... "if the measly 6510 can do it..." :P
But seriously, if you think it's possible, if it will be fun with fewer enemies, or have an insane idea to do the "impossible", then by all means, go ahead and do it! Prove us non-believers wrong :)
(and I love to be proved wrong on those cases!)
The Lemmings clone by NOP (The Incredible Micro Mirror Men) can also do animation of loads and loads of lemmings whilst keeping a good frame rate.
C64 can do parallax scrolling too, like in Mayhem in Monsterworld... "if the measly 6510 can do it..."
Yes, but that's mostly thanks to the tight integration with the powerful VIC-II chip. What I'm talking about here is just a matter of CPU power (and an 8x8 pixel tile-based display area without any fancy bells and whistles)
But seriously, if you think it's possible, if it will be fun with fewer enemies, or have an insane idea to do the "impossible", then by all means, go ahead and do it! Prove us non-believers wrong
(and I love to be proved wrong on those cases!)
I would love to, but right now I don't have either the know-how or the free time to acquire the know-how . For now I just hope that I can provide some good or at least new ideas and perspectives.
Have a look at the video: www.youtube.com/watch?v=pWDccOEtRI0
But seriously, if you think it's possible, if it will be fun with fewer enemies, or have an insane idea to do the "impossible", then by all means, go ahead and do it! Prove us non-believers wrong
One trick to increase the number of creeps without actually having more objects on screen is to define a creep-cluster: it looks like 2..5 creeps partially overlapping, but is in code only one creep which needs to be killed 5 times before it disappears...
I played that TowerDefence Pro thing and it's really a great game! I didn't know it yet... It's very addictive and very simple. This is the kind of game you really want on small systems like MSX. (Although the AI might require some smart coding on MSX indeed.)
Nice game, but I suspect that it needs more than finite state automata
Each time you put a new weapon, the game compute a pathfinding algorithm to see if enemies still can reach the goal.
Moreover enemies can adopt clever routes to the goal, thus they should use some sort of pathfinding too
This is too much for a z80 (at my knowledge at least)
PS: about Redrunner, it is by Aleksi Eeben.
Deep dungeon started with porting to z80 whack by Aleksi Eeben
http://aleksieeben.blogspot.com/
If the source were free I would have ported Redrunner too to msx
C64 can do parallax scrolling too, like in Mayhem in Monsterworld... "if the measly 6510 can do it..."
Yes, but that's mostly thanks to the tight integration with the powerful VIC-II chip. What I'm talking about here is just a matter of CPU power (and an 8x8 pixel tile-based display area without any fancy bells and whistles)
Effectively. Most of the magic things the C64 can do *ARE* from VIC-II or SID chips.
where those chips can't' help, for example in isometric game where there is no hw help, you clearly see the difference in terms of performances.
This one is done! I believe the maker (manbow2 *hint*) only needs some music for it.
In case people come in a call it fake :P http://www.youtube.com/watch?v=xnyM1LiJvkc
Hopefully somebody is willing to make music for this TC game Vampier mentions. It really looks like a fun game.