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LD24

Evolution of a BLT?

I’ve finished up the graphics I need to get started on my BLT evolution vertical shooter for the SNES:

I think that will do it for me tonight. I plan to get started on the code tomorrow. More details to follow on the RasterSoft Website.

First in-game shot

I finally got the SNES tilemap and sprites set up. Here’s the first screenshot showing a forground non-scrolling scorebar, and scrolling background layer, and a single sprite (the bacon strips):

 

1st interactive demo of BLT for the SNES

Here’s a link to the 1st interactive version of BLT for the SNES:

BLT SNES Demo

This is a Super NES game. I’ve only tested it with SNES9X.

The directional pad is used to move and the B Button fires. The start button will skip the boot screen.

 

Slippin’ to Jam, due to a ‘small’ logic bug

I’ve spent last night, and some of today battling a collision bug. The problem was with random position I was generating. I was generating random positions based on 512 instead of 256 (‘<< 6’ versus ‘<<5’). On the SNES, the sprites just wrap around the screen, but the coordinates don’t match for collision detection. The thing that made it harder to track down is that collision detected worked correctly for half of the sprite, but there wasn’t a visible pattern.

Here’s the 2nd interactive demo:

The demo is available on the RasterSoft website.

 

LD28

In for Ludum Dare 28.

I’m in as a test for Super Play, my SNES inspired game engine: http://www.superplay.info

You only get one.. boomerang.

I’m still trying to massage the idea into a game, but I ‘m thinking something like Pengo. You dropped your boomerang, it’s flies off, and have to retrieve it… since you only get one.