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Cart #51269 | 2018-04-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
12

This is my first creation. I've picked easy subject to focus on tool and creation.
Hope you like it. Any comments and suggestions kindly appreciated.

I've reached tokens limit, so that is the end of this little project :). Im must admit it was a pleasure to struggle again with low level hardware programming like peek and poke, screen memory, memory addressing.

version:2.1,

  • fix: rolled/timed power-up is now turned off at the and of level

version:2.0,

  • minor bugs fixed
  • visual effects minor improvements

version:1.3,

  • start screen music changed
  • game-over screen background music added
  • fireworks error fixed
  • fade out effect between levels
  • credits scroll fixed

version:1.2,

  • particle system improvement
  • CPU heavy load intro code turned off
  • end of level fireworks added

version:1.1,

  • improved ricochet angles
  • small UI improvements
  • ball vs player collision improvements
  • extra live powerup added
  • energy initialization fixed

version:1.0,

  • added 30fps support for better compatibility with all devices
    (it requires gamespeed variable modification directly in code)
  • times changes for rolled powerups,
  • rolled power ups no longer lasts cross levels
  • fire shot no longer is rolled,
  • player movement is slowed down for improved difficulty
  • mr spot electric simulation improvement
  • multiball is triggered only by primary ball
  • secondary balls collision issue fixed
  • aiming works after sticky hands release the ball
  • missing fade-out effect in instruction screen fixed

version:0.2,

  • new game init fixed,
  • added "take me to" functionality
P#50527 2018-03-17 11:51 ( Edited 2018-04-28 23:57)

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Test for automatic color transitions. You can define a source, destination color and a number of steps between them. Algorithm matches nearest colors based on Euclidean distance between two RGB coordinates

P#49728 2018-02-26 15:21 ( Edited 2018-03-06 19:36)