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new projects in development: games • Re: Possible new DigDug version for the BBC Micro

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And fun it is, until it isn't ;)

Added last monster speeds up, runs away and level ends if they get away.
They should probably get a chance to rethink their direction when they become the last man standing, but I only code to think at junctions!

1>ZP free &EB..&FB
1>Page 1 data free &1EE..&1EF
1>../defines.asm(280)
1>game.asm(1546) : Jumping forwards 615 bytes at &1D99
1>game &FF &4400 &9AD &2167

Didn't think I'd get much time today, but a trip to A&E (not for me this time) caused lunch to be delayed :shock:

; NB - TODO
;
; when a rock catches a monster, check if it was being pumped and reset pumping - I guess it won't as it will have a think of 0!
; monsters need to change into eyes and ghost through dirt
; Fygars need to breathe fire and telegraph that they are going to do it - just a couple more animations and sprite placing (sprites are in).
; Monster "AI" has a couple of issues and need to have runaway mode as well as.
; white noise effects to add for flames etc.
; make monsters turn away from falling rocks.
; A basic attract mode if there is room, otherwise it will be the start of level and then sit there to be eaten!
; If there is room Resuming BGM from where it left off, currently it silences the sound and doesn't update the tune for a second after stopping moving.

Statistics: Posted by tricky — Wed Dec 25, 2024 12:28 pm



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