- Supersonic Ball revived & finished!
- 08 Aug 2010 07:49:04 pm
- Last edited by DJ Omnimaga on 27 Sep 2013 10:03:56 pm; edited 2 times in total
UPDATE (Sept 27th 2013): This was recently revived from the grave, three years after finally cancelling the game. Download is available at http://www.ticalc.org/archives/files/fileinfo/455/45582.html
Ok, so I have been working on this for a while but I was waiting before announcing it here because I wanted to get most of the engine done first, but here's my newest calculator project: Supersonic Ball.
It's a simple platform game written in Axe language where you control a bouncing ball. The goal is to reach the end of each tunnel-like levels in a limited amount of time. Due to the way levels are made, they are pretty small in size, which will make it very easy to create them and they will be very small in size.
There will also be high scoring. To get the highest score, you need to finish levels as fast as possible. In the final version, you will be able to restart from the last level you finished (or maybe the last completed world), but to get the highest score, you better start from LV 1.
The engine also supports animated tiles and parralax scrolling. The background scrolling speed can be defined for each levels, as well as the animation speed. Due to the way animated tiles works, you can also do plenty of weird effects for each level.
Here are some screenshots so far, showing some of the effects in action. The last one shows the timer that was recently added as well:
Currently progress is slow, but I have a week of vacation coming soon, so I should probably be able to finish some more levels and hopefully find a title screen idea.
Ok, so I have been working on this for a while but I was waiting before announcing it here because I wanted to get most of the engine done first, but here's my newest calculator project: Supersonic Ball.
It's a simple platform game written in Axe language where you control a bouncing ball. The goal is to reach the end of each tunnel-like levels in a limited amount of time. Due to the way levels are made, they are pretty small in size, which will make it very easy to create them and they will be very small in size.
There will also be high scoring. To get the highest score, you need to finish levels as fast as possible. In the final version, you will be able to restart from the last level you finished (or maybe the last completed world), but to get the highest score, you better start from LV 1.
The engine also supports animated tiles and parralax scrolling. The background scrolling speed can be defined for each levels, as well as the animation speed. Due to the way animated tiles works, you can also do plenty of weird effects for each level.
Here are some screenshots so far, showing some of the effects in action. The last one shows the timer that was recently added as well:
Currently progress is slow, but I have a week of vacation coming soon, so I should probably be able to finish some more levels and hopefully find a title screen idea.