Understanding Commander X16 Sprite Based Hexagonal Heightfield Test 4
Exploring Commander X16 Sprite Based Hexagonal Heightfield Test 4 reveals several interesting facts. working on calculating the water simulation.. not quite getting wave propagation, will need to look further into the iteration ...
Key Takeaways about Commander X16 Sprite Based Hexagonal Heightfield Test 4
- This episode is sponsored by PCBWay.
- Shinobi:
- XCOMM Uses the two tile layers of VERA to feature both a terminal and local console in one application! Integrated with YModem ...
- I suspect most of you might recognise the tile map graphics :) Yes, I have been playing with tile map scrolling and programming ...
- Any resemblance to any iconic video games is purely coincidental. Source code on GitHub: ...
Detailed Analysis of Commander X16 Sprite Based Hexagonal Heightfield Test 4
Water surface simulation basically there.. planning to implement wave particle system on top of this and need to tweak and tune ... main view is 160x120... can switch to "debug" view with various variables showing and is 255x191 .. when the middle tile is white, ... Can we replicate 1982 Daggerath in BASIC? Nope. Not the torch effect, dual-action stepping, real-time monster movements, and ...
I decided to take a break from coding up my platform game and set myself a 2 step challenge: 1) Research how a "plasma" demo ...
Stay tuned for more updates related to Commander X16 Sprite Based Hexagonal Heightfield Test 4.