Difference between revisions of "8BP"
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- animation sequences, and macrosequences. Any sprite can change automatically its animation sequence depending on its parameters Vy,Vx | - animation sequences, and macrosequences. Any sprite can change automatically its animation sequence depending on its parameters Vy,Vx | ||
− | - multi-directional scroll | + | - multi-directional scroll (based in command MAP2SP) |
− | - allows in-game music based on WYZtracker 2.0.1.0 tool | + | - allows in-game music based on WYZtracker 2.0.1.0 tool (commands MUSIC and MUSICOFF) |
- layout ( which is a kind of "tile map"), with colision detection. | - layout ( which is a kind of "tile map"), with colision detection. | ||
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- only takes 6KB, leaving 26KB for BASIC programs. 8BP reserves 8KB for sprites and 1.5KB for music, but your BASIC program can have up to 26KB length | - only takes 6KB, leaving 26KB for BASIC programs. 8BP reserves 8KB for sprites and 1.5KB for music, but your BASIC program can have up to 26KB length | ||
− | - STARS for sand effects, rain, snow and stars planes. | + | - STARS command for sand effects, rain, snow and stars planes. |
− | - commands for move N sprites at the same time. | + | - commands for move N sprites at the same time (such as MOVERALL, AUTOALL, ROUTEALL...) |
- routing sprites through user-defined routes, simplifying game logic. These routes can be loopings, jumps, complex trajectories or whatever | - routing sprites through user-defined routes, simplifying game logic. These routes can be loopings, jumps, complex trajectories or whatever |
Revision as of 03:55, 5 November 2016
8BP (8 bits of power) is a library composed of several RSX commands for creating games using Amstrad BASIC.
Description
8BP allows BASIC programmers create platform games, arcade, etc without need of compiling. Games run on top of BASIC interpreter. 8BP is not a game engine. It do not force programmers to use certain script languajes or game structure. In fact, 8BP is a list of new commands oriented to develop games.
8BP is free and opensource, available at https://github.com/jjaranda13/8BP, including sources , demos, manual and games There is a blog (in spanish) by 8BP author (Jose Javier Garcia Aranda) at http://8bitsdepoder.blogspot.com.es/
Manual is in spanish....but now i am translating it to english! if you want to help me, you are welcome. There is an english draft version uploaded
Main features:
- 32 sprites with clipping, overwrite, ordering and colision detection.
- animation sequences, and macrosequences. Any sprite can change automatically its animation sequence depending on its parameters Vy,Vx
- multi-directional scroll (based in command MAP2SP)
- allows in-game music based on WYZtracker 2.0.1.0 tool (commands MUSIC and MUSICOFF)
- layout ( which is a kind of "tile map"), with colision detection.
- only takes 6KB, leaving 26KB for BASIC programs. 8BP reserves 8KB for sprites and 1.5KB for music, but your BASIC program can have up to 26KB length
- STARS command for sand effects, rain, snow and stars planes.
- commands for move N sprites at the same time (such as MOVERALL, AUTOALL, ROUTEALL...)
- routing sprites through user-defined routes, simplifying game logic. These routes can be loopings, jumps, complex trajectories or whatever
- complete sprite editor included (SPEDIT).
8BP is always under development, but new versions always are retrocompatible. Current version is V26b
forum thread
http://www.cpcwiki.eu/forum/programming/8bp/
Available Games created using 8BP
- mutante montoya (platforms /maze)
- anunnaki (space ship arcade, vertical scroll)
- nibiru (space ship arcade, horizontal scroll)