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 Post subject: Invaders
PostPosted: Sat Sep 06, 2008 7:12 pm 
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Joined: Mon Dec 27, 2004 11:40 pm
Posts: 318
Invader 1000 is a recreation of the handheld Galaxy Invader 1000 game.

Enjoy.

Lee.


Last edited by lee on Mon Apr 02, 2012 5:28 am, edited 1 time in total.

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 Post subject:
PostPosted: Sun Sep 07, 2008 4:09 pm 
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Joined: Mon Dec 27, 2004 11:40 pm
Posts: 318
I found a copy of the instructions for Galaxy Invader 1000 and have changed the gameplay slightly to better match the original.

Lee.


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 Post subject:
PostPosted: Sun Sep 07, 2008 10:19 pm 
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Joined: Thu Dec 16, 2004 6:42 pm
Posts: 1056
Thanks again Lee. Another great program.

I've added it to my page of examples. I also think I removed all the links to any direct downloads of your programs. Users will need to visit your page to download. This will ensure they get your latest versions and also might help increase your page hits.

_________________
Prof. Kelly


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 Post subject:
PostPosted: Sun Sep 07, 2008 11:50 pm 
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Joined: Sun Jul 27, 2008 12:06 pm
Posts: 11
How can I run this? I opened up invader1000 in easy69k and tried to run it but it doesn't do anything.

EDIT: Didn't see this:
Quote:
Requires EASy68K 3.7.10 beta or later. Updated V1.01


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 Post subject:
PostPosted: Mon Sep 08, 2008 12:55 am 
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Joined: Mon Dec 27, 2004 11:40 pm
Posts: 318
Quote:
Thanks again Lee. Another great program.

I think I started that about a year ago but it had been languishing unfinished on my drive because I couldn't make the sounds work.

With the DirectX sound support even the apparently continuous saucer sound was easy.

That, and fixing the actual game, inspired me to finish it.

Quote:
I've added it to my page of examples. I also think I removed all the links to any direct downloads of your programs. Users will need to visit your page to download. This will ensure they get your latest versions and also might help increase your page hits.

One day I'll find out how to see the page hits for my site and its mirror. Until then I'll not be bothered by them. 8^)=

Lee.


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 Post subject: Invader 1000
PostPosted: Tue Sep 09, 2008 9:16 pm 
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Joined: Fri Apr 13, 2007 9:08 am
Posts: 18
Location: Windermere, UK
Love it, love it, love it!

How do you manage the dedication involved in writing something like this? Stunning! I can almost smell the vacuum fluorescent display. A friend of mine had one when I was a kid, probably about 10.

If the Prof needed a reason to keep developing the simulator, I can't think of a better one.

Regards, Mark.


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 Post subject:
PostPosted: Wed Sep 10, 2008 5:48 pm 
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Joined: Mon Dec 27, 2004 11:40 pm
Posts: 318
Quote:
Love it, love it, love it!

Thank you.

Quote:
How do you manage the dedication involved in writing something like this?

OCD and a fear of daylight. Nah, it's all baby steps. There's nothing much in this game that I haven't used before. The idea of filling pre drawn segments I used in DigiClock because, at the time, it was the only way I could get the display to update fast enough. Even that was only a small step from palette cycling which I have used to give the illusion of animation before.

The idea of loading a picture for the display I've used before in Lightsout. That was done when I realised it was easier to reuse some code from my bitmap loader than it was to work out how to draw the game using the graphics commands. Even the bitmap loader was written to give me an easier way of importing graphics than converting the file to data statements.

See, all baby steps.

Well that and that you never get to see all the code that doesn't work.

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Stunning! I can almost smell the vacuum fluorescent display.

I may have to steal that and post it as a user review.

Lee.


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