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Will post here my experiments with particle effects...

Experiment 1: Fireworks... basic explosions

version 1: very basic approach

Cart #fireworkstest-0 | 2019-09-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

version 2: added gravity pull and callback update/draw for particles to operate multiple particle types (f.e. rocket and spark in the test)

Cart #fireworkstest-3 | 2019-09-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Experiment 2: Additive blit particle fire

version 1:

Cart #particlefiretest-0 | 2019-09-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

version 2: Supporting sprite-based blendop palettes (for now only partial additive palette included), next goal blit optimization

Cart #particlefiretest-1 | 2019-09-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

version 3: PEEK/POKE BLIT without great results... per-pixel blendops still kill it, updated color and added some toying controls

Cart #particlefiretest-2 | 2019-09-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#67630 2019-09-13 19:17 ( Edited 2019-09-15 20:08)

While starting work on my little deflektor project I decided to have classic 7 segment led style numbers, my first iteration (the one currently in the game...) is based on sprites but I wanted something a bit more versatile. This is a basic line drawing small library to handle 7 segment led like any digit length display. It should be fairly easy to define a text set and draw 7 segment text desplays (just need a table with the segment mapping for every letter and put up a wrapping function that receives a text and not a number)

It supports background displaying of segments ("off" segments), color configuration and segment width configuration. The cart includes the library and a very basic demo on what it can do

I might be working on reducing token size a bit (library itself is around 300 tokens) and I think there's some salvageable space there, but don't count on it for now

Hope it helps someone out needing a 7 segment style display

Cart #led7segment-0 | 2019-08-14 | Code ▽ | Embed ▽ | No License

P#66679 2019-08-14 18:49

I've invested some time working on a demake for one of my favourite games from the 8-bit era, Deflektor (by Costa Panayi). Most of the gameplya is in place, currently working on the editor mode (it is there but not really functional, does not save or remove objects correctly... hope to have it working for next release)

Cart #deflektor-7 | 2019-09-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Still early, single playable level that now can be played in a row...


  • FIXED bug with negative angle reflections not causing overload
  • ADDED some more basic FX
  • EDITOR MODE early version (reqs. mouse)
  • ADDED laser loading phase at start level/new live
  • ADDED end level scoring
  • WIP bgmusic (in the cart but not playing, unsure if it will stay)


  • FIXED bug in map loading that made optical fiber to crash (main reason to re-release)
  • ADDED some basic SFX
  • FIXED optical fiber pair coloring
  • some minor token salvaging and code clean-up


  • FIXED extra greediness in beam capture at mirror centers causing odd reflexions
  • FIXED color error on initial rise for the overload meter
  • MASSIVE spr sorting to allow for a reasonable leveldata format
  • Level is loaded from data (level info will live in 0x1000 to 0x1FFF unused shared map/spr space)
  • Crude leveldata persister as a prototype for leveleditor mode (unsure if editor will be a separate cart)


  • Optical fiber interaction
  • Laser grid scatter interaction
  • Level can be completed
  • Interaction with the receiver (connected status to end level)
  • Removed displaying laser point debugging
  • FIXED metal wall reflexion failing for some situations


  • Basic intro page
  • Beam generation and reflection
  • Player movement
  • Mirror interaction and auto-rotation
  • Beam interaction with mirrors, walls, mines and pods
  • Full HUD control
  • Crude live / energy / overload management
  • Scoring
  • Hardcoded level mapping


  • More/Better sound effects
  • Intro music
  • EVOLVE Leveldata loading (intention is having it compressed in the MAP area outside the working level map)
  • EVOLVE Level editor to create / save level data
  • Tutorials for the intro screen
  • Implement gremlins (enemies)
  • Messaging (dialogs, etc)
  • Remove a lot of debugging / tracing and dead code
  • MASSIVE code cleanup and namespace reorganization
P#66564 2019-08-11 19:31 ( Edited 2019-09-01 12:58)

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