In fact, I was inspired by that game. I played it on the ZX Spectrum when I was a child.
SkyBerron
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I try to avoid peek/poke whenever I can. I use poke() to enable rendering to sprite sheet, which is necessary to setup sprites, although you can also use a memcpy() from screen buffer to sprite buffer instead. But rotated sprites require some calls to tline() and before using that function, some poke's are required.
¡Muchas gracias! Al principio, a mí también me parecía magia. Pero una vez asimilas las técnicas y los patrones para conseguir código compacto, es sencillo y divertido, casi como encajar las piezas en un puzle que resulta ser un juego. Recomiendo este ejercicio a todos los que tengan ilusión por recrear juegos sencillos de la vieja escuela. No hace falta una idea complicada, cuanto más sencilla, mejor. Por cierto, Dozznar me ha permitido presentar un mini Randoom condensado en 1K 😅
I finally had the time to try out Randoom Ancient Stones and enjoy it. I found the game very fun and addictive. The arcade gameplay is very well done. The graphical aesthetic is very pleasant and fun. The music is excellent. In short, a great game and perhaps the C64 Game Of The Year. 🎉
Congratulations to the entire team involved for the magnificient work they have done! 👌
I also wholeheartedly appreciate the special mention. The truth is, I don't deserve it. 🙏
By the way, are you planning a port of the game to Amstrad CPC? If you can't find anyone who's up for it, I'll volunteer for the programming part. 😅
With a budget of 560 chars you get something like this. But with 1K compressed bytes you get something better. Try this one: https://itch.io/jam/pico-1k-2024/rate/2989753 It has got some drifting, 4 different tracks and AI cars, but there's no collision between cars.
I agree. I always wanted to make games but found the process too steep because I couldn't manage big projects efficiently and ended up losing motivation. With this kind of limited scope projects, I'm able to build many games in a short time and the constraints push me to focus on the main concepts and features. I tend to overcomplicate things and found this is a good exercise to improve my problem solving skills and complexity management. I also love maths and procedural generation. Both of them are very useful when you try to make big things with little code.
Thanks! Yep, too many subsystems working, each one taking their toll of compressed bytes. Voxel landscape had to be tweaked to leave some CPU for the game. With this kind of perspective view it's difficult to aim to enemies and sometimes it's a bit confusing. Although I think I solved depth sort cleanly with all entities in the same table, 3d games usually require a lot of code, so many planned features had to be dropped to get down to 1024 compressed bytes. I think I left collision detection a bit buggy, but it's not a big issue. No difficulty ramp is maybe the worst issue.
Thank you for your nice words, as always. I wasn't sure about edge and off road behaviour. Going off road reduces speed a lot, but I think it allows for a fast recovery most of the times. As I didn't have enough bytes for skidding particles/smoke, sfx was the cheap option. I look forward to your entry!
Thanks! Development came along very well so I didn't have to resort to (very) dirty tricks to gain some extra bytes. AI is simple: they adjust angle to go straight to the next waypoint but they take their foot off the accelerator a bit when they are turning. So, they are very fast on straight sections but slow down on curves. I tried this simple logic and tweaked the parameters a bit. Surprisingly, it was enough for a decent AI. Different cars have slightly different parameters and different waypoint offsets, so most of the time they differ in their path.
Thanks! In the 80s and 90s some very good top down racing games were made: Super Sprint, Hot Rod, Super Off Road, Slicks, Badlands, Super Cars, Death Rally, Micro Machines, .... just to name a few I can remember. I played many of them a lot when I was young. This is a tribute to all those fun old games.
Last year, PICO-1K Jam 2023 took place in September. I don't know if it will repeat dates this year. It's a bit different approach as 1024 compressed bytes is huge compared to just 500 chars.
And yes, resetting score when missing a putt is achievable in 500 chars. I can't remember why I didn't implement it. Maybe because I found it was too difficult to chain successes with no difficulty ramp in place or because I had plans to include sfx.
Thanks! Sorry, it's my fault for not explaining how the tilt indication works. Arrows indicate direction of inclination. The larger the arrows, the greater the slope. It's a bit frustrating when the distance to hole is very long, but I didn't have enough chars to include increasing distance and a difficulty ramp. Anyway, I think an average player could make a hole about a quarter of the time.