breakout clone concepts
Posted: Thu Dec 10, 2020 11:05 am
Hi all,
I've been working on a breakout clone (there aren't many ) to allow me to understand how z88dk and sp1 works.
I have a somewhat working level (ball, pad, collisions, tiles etc), but I wonder how the more experienced with sp1 would approached tiles.
I have experimented with sprites, thinking I couldn't have that many. I actually find out that I had more problems with the loading time (creating the sprites and placing takes around 20s) than with numbers, and the game was smooth with 88 sprites plus ball and pad. Pretty damn impressive I have to say.
I have tried with tiles, which is way faster, of course, but I had a few issues with some features I wanted to add, for example, having some stars moving down to simulate some sort of scroll, as those starts appears on top of the tiles, among others, or tile animation.
So, my question is, if you wanted to make a breakout clone, how would you approach the tiles? As an example, Arkanoid had a max of 132 tiles at some point.
Thank you
I've been working on a breakout clone (there aren't many ) to allow me to understand how z88dk and sp1 works.
I have a somewhat working level (ball, pad, collisions, tiles etc), but I wonder how the more experienced with sp1 would approached tiles.
I have experimented with sprites, thinking I couldn't have that many. I actually find out that I had more problems with the loading time (creating the sprites and placing takes around 20s) than with numbers, and the game was smooth with 88 sprites plus ball and pad. Pretty damn impressive I have to say.
I have tried with tiles, which is way faster, of course, but I had a few issues with some features I wanted to add, for example, having some stars moving down to simulate some sort of scroll, as those starts appears on top of the tiles, among others, or tile animation.
So, my question is, if you wanted to make a breakout clone, how would you approach the tiles? As an example, Arkanoid had a max of 132 tiles at some point.
Thank you