Missile Command
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That sounds ideal in theory Martin but remember, it's dumbarse me who's attempting this. So we can't get carried away with fancy ideas ;)
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You know where to come for help!
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Something I didn't notice before, I always assumed the silo missile firing order was top to bottom like figure one, but it didn't look right and upon close examination of the real game it seems they do it mostly in reverse bottom to top, but with a strange order in the bottom row like figure 2.
Mostly boring and pointless to 99.9% of people but I found it interesting and I'm now changing my game to use the correct firing order.
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@SteveZX81 I had never noticed that before
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@SteveZX81 Steve you absolute legend. Look at that! Looks fantastic dude, you should be very proud.
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Steve your stuff is excellent man, that’s brilliant
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Keep up the good work @SteveZX81, it looks amazing :D
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Very nice! Exact copies are overrated in my book. Emulation has been around for years now. I'm more in to seeing people reimplement (simulate maybe?) than create exact copies.
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Cool! Did you draw it small with 10px each letter and then just upsized it in your code, or did you draw it at the final size?
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Nope I'm too dumb to think of an easy way to do it, lol. I created it at the full size (which took me quite some time)
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@SteveZX81 how do you load a title screen before your game like that i can only
do simple text with button press ?
loving your classic reworks btw -
@SteveZX81 this is pragmatic and allows full control. I just asked because I am intrested in all kinds of custom fonts for our game projects.
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@waldron you could make a function called titleScreen() at the beginning of your main loop and within that function create a loop that continues while you haven't hit "a".
loop titleScreen() // your main game code here repeat function titleScreen() c = controls(0) while !c.a loop printAt("To continue press A ...") // enter all of your code for your title screen here! repeat return void
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What are you stuck on? That looks great!