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  1. HyperViper (10,351 bytes)
    3: [[Image:HyperViper_cassette_inlay.png|right|375px|'''Hyper Viper cover by DaveM.'''<br>...
    66: ...s deliberately pitched to be challenging from the start. Could this be improved without ruining the game...
    70: ...ut), make it start on a rock, like it does at the start of the game, thus removing another rock from game...
    76: |[[Image:HyperViper_loader.png|320px|BBC Micro Hyper Viper loading screen]]<br>'...
    77: |[[Image:HyperViper_Title_Screen.png|320px|BBC Micro Hyper Viper title screen]]<br>'''...
  2. Saga20101114 (1,444 bytes)
    1: = 14/11/2010: Coding Starts =
    4: [[Image:Messagedecoding.png|right]]
    14: ... move and mess around with pointers. It's a small start, but a major one.
  3. Saga20101115 (2,007 bytes)
    5: [[Image:roomdescriptions.png|right]]
    12: ...u are in a'' or ''I am in a''), but they may also start with an "*", which tells the engine not to displa...
  4. Mixed Grill March (5,351 bytes)
    82: |[[Image:MixedGrillMarchloadingscreen.png|300px|'''BBC Micro loading screen'''<br>''Posted:...
    83: |[[Image:mgm_title.png|320px|''BBC Micro WIP title screen'''<br>''Posted...
    85: |[[Image:mgm_level_1.png|320px|''BBC Micro In-Game screenshot #1 - Level 1...
    86: |[[Image:mgm_level_1_waggle.png|320px|''BBC Micro In-Game screenshot #2 - Waggle ...
    88: ...eb 27, 2012'']]<br>'''BBC Micro In-Game - Level 3 start'''<br>''Posted: Feb 27, 2012''
  5. Saga20110215 (4,329 bytes)
    2: [[Image:tgb-screen-multiple.png|right]]As I've done a beta release of a pure text...
    4: I'm starting with the Mysterious Adventures graphics as I d...
    11: ... appropriately, this may mean that the screen can start drawing in one colour, then mysteriously change t...
  6. Saga20110220 (2,790 bytes)
    3: [[Image:sagagraphics.png|right]]
    12: ...ited by the design, so there isn't much scope. To start with, a simple description of the graphics data: ...
    13: *Start C (indicated by &ff)
    17: ...er than it is a command. The data is in one block starting from the image for room 1 up until the image f...
    19: ...ore version scan the whole graphics data from the start for each image, this seems particularly wasteful,...
  7. OnslaughtDiary20110527 (3,112 bytes)
    2: [[Image:blurptitlepage.png|frame|right|The title page with obligatory firewo...
    3: [[Image:blurp_ingame.png|frame|right|More recent in-game shot...]]
    25: ...n be either solid or passable), which I'd love to start using, to give a better feel for how the game wil...
    43: * As the cyan is only at the start of the time bar, I'm guessing that this is some f...
  8. MazezaM (9,582 bytes)
    29: ... to get round to this one. After many an abortive start and miriad complete rewrites, '''MazezaM Designer...
    49: From the title screen, press any key to start.
    55: ...ecome trapped, then pressing the 'Esc' key will restart the current level, but lose you 1 of your lives.
    88: ...mapped to make them more Beeb-like, as has the 'Restart' function which is now via the 'Esc' key. Added ...
    107: |[[Image:Mazezam-spectrum.png|256px|'''Original ZX Spectrum Title Screen''' <br...
  9. ReverseEngineered Epic Adventure (4,607 bytes)
    8: ...0C00. All offsets used below are offsets from the start of the file. Unless noted otherwise, memory point...
    22: !Chunk Start
    79: !Start
    149: !Start
    176: This chunk contains a messages for each room, starting from room 0. The messages are in the standard ...
  10. OnslaughtDiary20110701 (6,623 bytes)
    3: [[Image:blurploader.png|frame|right|Dave Jeffery's cool title screen, and...
    27: # Set an output pointer to the start address of memory to load into.
    30: ...y written out, and so consists of two parts - the start address of the repeated block (actually an offset...
  11. Uropa (7,430 bytes)
    53: ...e (unfortunately it crashes if you press space to start).
    55: ...Surface demos on one disc image, but the original starting title sequence has been separated out to a new...
  12. Eventureland (12,364 bytes)
    36: * The cook must decide when to start items cooking, each taking a certain amount of ti...
    52: ...ectively classic early 1980s style gameplay which starts off frantic and gets even more so the further yo...
    65: |[[Image:EventurelandLevel1ByteBack-ByteMe4.png|320px|''Byte Me'' loading screen, Posted: Feb 14,...
    66: |[[Image:EventurelandLevel1ByteBack-ByteMe3.png|320px|''Byte Me'' screenshot, Posted: Nov 05, 201...
    93: ...sydlexia.com/imagesandstuff/game_and_watch/fire2a.png]
  13. Hard Hat Harry 2 (10,885 bytes)
    38: ...howdown with Big Kong. However, when Edwards & Co started up again and needed a work experience kid, they...
    89: |[[Image:hhh2-title.png|320px|''Hard Hat Harry 2 WIP title screen'''<br>'...
    90: |[[Image:HHH2-loadingscreen.png|320px|''Hard Hat Harry 2 loading screen'''<br>''P...
    92: |[[Image:HHH2-finaltitlescreen.png|320px|''Hard Hat Harry 2 title screen'''<br>''Pos...
    93: ...arting out'''<br>''Posted: Jul 27, 2011'']]<br>'''Starting out'''<br>''Posted: Jul 27, 2011''
  14. Galaforce (5,677 bytes)
    76: [[Image:AtomGalaforceTitleScreen.png|320px|Atom Galaforce Title Screen early preview s...
    80: |[[Image:AtomGalaforceLoadingScreen.png|Galaforce Loading screen screenshot]]<br>'''''Gal...
    81: |[[Image:Galaforce_Intro.PNG|Galaforce Intro screenshot]]<br>'''''Galaforce'' ...
    82: |[[Image:Galaforce_Score.PNG|Galaforce Highscore screenshot]]<br>'''''Galaforc...
    84: ...ce Gamestart screenshot]]<br>'''''Galaforce'' Gamestart screenshot'''<br>''Posted: 15:51, 03 Sep 2011''
  15. HardHatHarryBBCMicroElectronDiary (2,706 bytes)
    8: ... finishing date is the 26th January 2011. Made a start! Got a title screen... and that's about it.
    12: ...me of the animals are really pathetic. Also got a start on the level drawing code.
    38: [[Image:HHH_game_kong.png|256px|'''Big Kong killing Harry'''<br>''Posted: J...
    44: [[Image:HHH_game_lvl1.png|256px|'''Level 1 (probably)'''<br>''Posted: Jan 1...
  16. GalaforceAtomDevDiary (17,239 bytes)
    19: ...2011</b></td><td>Alien wave patterns analyzed and starting to convert them</td></tr>
    25: <tr><td><b>12-02-2012</b></td><td>Added music, started final testing</td></tr>
    54: [[Image:colours.PNG]]
    59: [[Image:coloursets.PNG]]
    67: ...Electron version looks like the best candidate to start analyzing because the Electron only has 1 sound c...
  17. JungleJourneyBBCMicroElectronDiary (31,213 bytes)
    8: ...elopment diaries interesting, so perhaps I should start by looking at some of the things already implemen...
    16: |[[Image:Map10-small.png|A generated maze for a dungeon exploration game, ...
    17: |[[Image:Level-96.png|A generated level for Jungle Journey, Posted: 18:...
    21: ...s large as 256 x 256 rooms but, at that size, you start to see regularities in the rooms and exits, plus ...
    28: ... score at the top of the screen to give us a head start.
  18. Castle Raider/DevelopmentDiary (23,490 bytes)
    11: Before I started writing [[Jungle_Journey|Jungle Journey]], I ha...
    21: |[[Image:Castle-Raider-Bank1.png|Close up of sprites plotted on bank 1.]]
    22: |[[Image:Castle-Raider-Bank2.png|Close up of sprites plotted on bank 2.]]
    38: |[[Image:Different-tiles.png|Close up of level scenery.]]
    46: ...h since my last proper update. During that time I started to add support for collectable objects, extendi...
  19. SGAP (15,674 bytes)
    11: ...?id=0007149 Urban Upstart]'' to the BBC Micro. I started by looking at a direct port of the underlying c...
    13: ...n Upstart'' and decided it will be simplest to re-start the project again, this time using ''The Quill''.
    33: ====Urban Upstart====
    42: ...here etc. After all this though, I decided to re-start the conversion using the - albeit slightly cruder...
    50: ... early loading screen]]<br>'''BBC Micro ''Urban Upstart'' early loading screen'''<br>''Posted: 16:07, 31 ...
  20. JSnakeDevDiary (1,247 bytes)
    7: [[Image:Jsnake_lsfinal.png|350px]]
    13: ...tious for an assembler beginner. ''JSnake'' will start off as a very simple game, and will hopefully be...
  21. NyanSIDBBCMicroDevDiary (28,092 bytes)
    10: <center>[[Image:Nyan_bbc.png|320px]]</center>
    22: Anyhow it occurs to me this will make the perfect starter project - I've been meaning to write a proper M...
    77: Time to start the game. I get the cat frames from a gif.
    89: <center>[[Image:Pc_nyan.png]]</center>
    128: <center>[[Image:Sid_dialog.png|500px]]</center>
  22. JSnakeDevDiary180212 (9,304 bytes)
    8: I started from scratch a couple of weeks back. This firs...
    20: [[Image:Colours.PNG]]
    36: ...that addressing would simply be consecutive bytes starting from top left of screen until bottom right is ...
    39: ...sing in MODE2 starts at &3000, top left, but I've start at 0 for clarity. See how in this case, to plot ...
    42: [[Image:Mode2_screen_address_layout_8pixels.png]]
  23. JSnakeDevDiary280412 (5,948 bytes)
    8: ...ill some bugs to fix. After they're fixed, I’ll start on what I’m calling the “window dressing” ...
    12: ...nted it to grow from tiny (ie size when you first start game with 0 score) to the size it was before you ...
    28: ...tored in the snake grow counter and the game loop starts again. This can be seen in the Youtube clip at ...
  24. MixedGrillMarchBBCMicroDiary (8,238 bytes)
    9: Started work on this project. Did some work up to 19th ...
    30: ...ly, but strangely it crashed just after trying to start the game. Odd, I didn't think I was doing anythin...
  25. ClapTraps (8,939 bytes)
    52: |[[Image:claptraps-level1.png|512px|'''The BBC Micro graphics on the first leve...
    54: |[[Image:Chargen-font.png|512px|'''ClapTraps font designed in CHARGEN. '''<...
    73: ...ing my knowledge of Python. Today, before I could start working on an editor I needed to finalise the for...
    85: ...Traps is the text message that appears before you start a level set and when you complete it - this also ...
    161: ====Dave's Starting Position====
  26. ReverseEngineered Icarus (2,214 bytes)
    3: ...xcept for the first level, which is stored at the start of the "Prog2" file.
    5: ...separate files are scrambled using a counter that starts with a value of 1 and increases for each byte re...
  27. ReverseEngineered BoneCruncher (1,468 bytes)
    71: The sprites are stored at the start of "BONE_2". Each tile is 2 by 4 characters in si...
  28. ReverseEngineered Repton 2 (4,992 bytes)
    3: Repton 2 levels appear start at 0x2e00 and encode the data in rows of 20 bytes...
    5: Sprites start at 0x2340.
    47: === Start position ===
    55: The start of the file appears to contain code to check the ...
    87: At 0x394, there is the start of a VDU 19 sequence. This appears to split bytes...
  29. Bandit Kings for Ancient Acorns (7,322 bytes)
    30: |[[Image:banditkingsforancientacorns.png|350px|Bandit Kings for Ancient Acorns WIP screens...
    31: |[[Image:Banditkingsforancientacorns2.png|350px|Bandit Kings for Ancient Acorns WIP screens...
    39: Let's start with the outline of the intended game. I'm going ...
    54: To start off there will be settlements scattered around th...
    87: [[Image:swift.png]]
  30. JSnake (1,688 bytes)
    13: ...an assembler beginner. ''JSnake'' is intended to start off as a very simple game, and be expanded as the...
    46: |[[Image:Jsnake102 ingame.png|JSnake in-game screenshot|350px]]<br>'''''JSnake'...
    47: |[[Image:Jsnake102 hiscore.png|JSnake high score table screenshot|350px]]<br>'''...
  31. Cavern Racer (8,692 bytes)
    29: ...u can change the speed with the Z and X keys. You start to get some graphical glitches if you really incr...
    33: ...mputer will ask you for the width of the valley - start at 15 and work your way down. 8 is considered qui...
    37: [[Image:Cavernracertechdemo.png|Cavern Racer v0.1 Tech Demo, Posted: 09:38, 07 Au...
    60: ...ashed into a wall. At the moment, the game just restarts if this happens. This makes the game into someth...
    78: ... when that frame finishes, we need to immediately start plotting the current frame that we postponed.
  32. Atomic Elite (9,978 bytes)
    30: ...e a source file of the main program which was the start of the conversion. The source files of the BBC ve...
    107: ESC = Restart (in pause mode)
    131: |[[Image:AtomicElite1.png|Atomic Elite loading screen]]<br>'''''Atomic Elit...
    132: |[[Image:AtomicElite2.png|Atomic Elite loading screen]]<br>'''''Atomic Elit...
    133: |[[Image:AtomicElite3.png|Atomic Elite load new commander]]<br>'''''Atomic ...
  33. Castle Raider/DevelopmentDiary/Part3 (23,767 bytes)
    11: ... the monster relative to the "previous" span that starts off-screen before the "current" span. If the upd...
    27: I started to organise the levels into something more than...
    41: |[[Image:2014-03-16-characters.png|The character selection screen.]]
    47: While this was going on, I started to tighten the focus of the game, removing unne...
    51: |[[Image:2014-03-16-monsters.png|Dodging monsters in a tricky descent.]]
  34. Castle Raider/DevelopmentDiary/Part2 (24,684 bytes)
    12: ...yer would have to walk back and forth a lot, so I started taking much of that out. When I find a bit wher...
    18: ...e whole screen is drawn in full when the gameplay starts, there must be something wrong with the routine ...
    22: |[[Image:2013-04-14-misdraw1.png|Correctly drawn bank 1 screen.]]
    23: |[[Image:2013-04-14-misdraw2.png|Incorrectly drawn bank 2 screen.]]
    25: | colspan="2" | '''The start of a level correctly drawn on bank 1 (left), but ...

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