NextBASIC Shmup - constant work in progress

This is where most of us started. Classic Spectrum basic.

Moderator: Programming Moderators

User avatar
Protocultor
Posts: 21
Joined: Tue May 30, 2017 12:54 am

NextBASIC Shmup - constant work in progress

Postby Protocultor » Sun Aug 23, 2020 2:21 pm


This is a demo I've been working on for a while, just to learn the language, until it became something bigger than I've expected. Let's see if it becomes an actual game in the future.
I hope this helps people with handling motion and sounds simultaneously. Details are in the readme, but please tell me if something is not clear in the document.
https://github.com/protocultor/NextBASIC-Shmup

ZXSteve
Posts: 5
Joined: Thu Aug 27, 2020 8:05 pm

Re: NextBASIC Shmup - constant work in progress

Postby ZXSteve » Fri Aug 28, 2020 9:05 pm

That's really cool! How did you get them to move so smoothly? When I used basic back in the 80's all my movement was character spaces.

User avatar
Protocultor
Posts: 21
Joined: Tue May 30, 2017 12:54 am

Re: NextBASIC Shmup - constant work in progress

Postby Protocultor » Sat Aug 29, 2020 12:43 am

ZXSteve wrote:
Fri Aug 28, 2020 9:05 pm
That's really cool! How did you get them to move so smoothly? When I used basic back in the 80's all my movement was character spaces.
Yeah, I also used UDGs for graphics back in the day. Everyone interested in Sinclair BASIC and games probably did the same as us :) .

Since we live "in the future" now, the Spectrum Next has hardware support for sprites, and the BASIC language has been updated to handle them. Don't worry, they feel right at home with the rest of the classic Sinclair capabilities.

The Next manual (https://www.specnext.com/zx-spectrum-ne ... t-edition/), in chapter 18 page 167 onwards, has a lot of info about sprites. Also, Darryl Sloan put 5 practical tutorials that introduce them nicely, although they are slightly outdated:


I say they are outdated because Mr. Sloan handles movement, animation and collision manually, while in later OS updates (https://www.specnext.com/latestdistro) there are new commands like SPRITE CONTINUE which handles movement and animation in hardware, or SPRITE OVER, which handles collisions. See:

https://gitlab.com/thesmog358/tbblue/-/ ... atures.pdf

...pages 7 to 11. They make things go faster and they are much simpler to write.

ZXSteve
Posts: 5
Joined: Thu Aug 27, 2020 8:05 pm

Re: NextBASIC Shmup - constant work in progress

Postby ZXSteve » Sat Aug 29, 2020 12:00 pm

Awesome, thank you!

alanspec
Posts: 19
Joined: Thu Jun 08, 2017 9:10 pm

Re: NextBASIC Shmup - constant work in progress

Postby alanspec » Tue Oct 06, 2020 1:52 pm

That looks awesome. I love shmups with small graphics on a dark background :)
Here's hoping it is a full game in the future....

Thanks so much for making the code available - just hoping I get some time to dig through it.


Who is online

Users browsing this forum: No registered users and 2 guests