SausageWareGames

SausageWareGames

@tomjamespotter.bsky.social

Making new games for the ZX Spectrum! Next game, "Full Spectrum Defence" out soon from Bitmap Soft. Previous games: Knightmare 2024 and S.C.I.O.N.

641 Followers 647 Following 237 Posts Joined Jan 2024
1 month ago
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Official trailer for Full Spectrum Defence - a brand new tower defence game for the #Sinclair #ZXSpectrum from bitmapsoft.co.uk #retrogames #indiedev #retro #8bit #pixelart #1980s #nostalgia

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1 month ago

Two great games for free (and I did the cover artwork for them), go and get them!

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1 month ago

Thank you!

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1 month ago
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SausagewareGames

Calling all #ZXSpectrum fans! To celebrate my latest game, "Full Spectrum Defence" going off to the publisher, both my previous games, "S.C.I.O.N" and "Knightmare", are now FREE to download from sausagewaregames.itch.io Enjoy! #8bit #retrogames #indiedev #retro

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1 month ago

The pros in the 80s were able to create massive, brilliant games using multiload - far better than the 48k memory limit would allow.

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1 month ago

It bypasses the Z80's RAM limits by swapping assets mid-game, allowing for more levels, extra sprites, &c. It's difficult to achieve because the Spectrum wasn't designed to support it; it requires custom assembly routines as there are no designated ROM calls.

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1 month ago
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OMG, I'm so excited! This vid may not look like much, but for the 1st time ever I've achieved a genuine multi-load on the Speccy! This unlocks so many new possibilities- larger games, animated intro\endgame sequences, etc WOOHOO! 😁😁😁 #zxspectrum #indiedev #retrogaming

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1 month ago

Great wee game, give @tomjamespotter.bsky.social a follow if you haven't already!
#zxspectrum #retrogaming #homebrew #gamedev

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1 month ago
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The final hurdle prior to publishing has been passed - my new game "Full Spectrum Defence" now has a fabulous loading screen/cassette inlay cover combo by the brilliant @keezees.bsky.social What do you think?! #zxspectrum #retrogaming #8bit #indiedev #sinclair #pixelart

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2 months ago

Free to use!

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2 months ago
Preview
Spectrum Beeper Plugin for MPAGD by SausagewareGames SBP: Easy ZX Spectrum Beeper Utility for MPAGD v0.7.10

sausagewaregames.itch.io/spectrum-bee...

A brand new Plug-in to add beeper sounds to MPAGD games has been released by @tomjamespotter.bsky.social

This looks like it could be extremely handy!

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2 months ago

Hello mate, hope you're well! I was wondering whether you'd be interested in doing cover art for my next game? Loved what you did for SCION! (I can't send you a private message because Bluesky won't let me verify my age!!!)

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7 months ago

Hi Nick, thanks so much for playing Knightmare! Sorry not to have replied sooner, I've been taking a break from social media. Glad your enjoyed the game πŸ˜„

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10 months ago

Reply of "No because it's gone woke" leaves alien scientists puzzled.

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11 months ago

And a great job you did too! πŸ‘Š

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11 months ago

I did the cover art (and some of the graphics) for @tomjamespotter.bsky.social's new game, buy it now from @bitmapsoft.bsky.social!

www.bitmapsoft.co.uk/product/s-c-...

#ZXSpectrum #retrogames #indiegamedev

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11 months ago
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Haha, I'm in it too now!

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11 months ago

Go for it 😁

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11 months ago

Excellent! 😁

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11 months ago

Eek! 😁

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11 months ago

Nice! 😁

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11 months ago
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Throwing this out for fun: Anyone fancy getting a credit on a published #ZXSpectrum game? I need enemy sprites for my game but I don't enjoy creating them. Each 2 frames of animation, 16x16 and 32x16. Example below. No money, just for fun! #pixelart #indiedev #8bit

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11 months ago

Glad you're enjoying it! And congrats on the Freeze-ZX coverage! 🀟

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11 months ago

Thank you, sir!

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11 months ago
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πŸ‘€πŸ˜πŸ€Ÿ Wow, we're only 1 sale away from hitting 50% of copies of S.C.I.O.N sold! Thanks to everyone who's bought one! If you haven't yet, remaining copies can be picked up from bitmapsoft.co.uk Support retro creators and keep the scene alive! πŸ˜πŸ‘ŠπŸ™Œ #ZXSpectrum #retrogames #indiedev

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11 months ago

So it has to go further to nearest. The other way round wouldn't work.

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11 months ago

As I have only about 40kb for the whole game, everything has to use as little memory as possible. A routine that worked out what can and can't be seen, and therefore what to draw would take a lot of memory. So I simply have it draw everything, and elements that aren't in view just get drawn over.

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11 months ago

Yeah, I think you've pretty much got it. The screen renders in layers, starting with the furthest away from the viewpoint. If you imagine the screen split into a series of rectangles and trapezoids, they get progressively infilled according to the local map environment.

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11 months ago

I'm not sure whether you're interested to know about how the map is stored in memory and navigated, or how the elements of the screen are drawn?

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11 months ago

Akalabeth! That is a seriously old-school example πŸ˜‚

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