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
Two great games for free (and I did the cover artwork for them), go and get them!
Thank you!
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
The pros in the 80s were able to create massive, brilliant games using multiload - far better than the 48k memory limit would allow.
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.
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! πππ #zxspectrum #indiedev #retrogaming
Great wee game, give @tomjamespotter.bsky.social a follow if you haven't already!
#zxspectrum #retrogaming #homebrew #gamedev
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
Free to use!
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!
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!!!)
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 π
Reply of "No because it's gone woke" leaves alien scientists puzzled.
And a great job you did too! π
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
Haha, I'm in it too now!
Go for it π
Excellent! π
Eek! π
Nice! π
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
Glad you're enjoying it! And congrats on the Freeze-ZX coverage! π€
Thank you, sir!
πππ€ 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! πππ #ZXSpectrum #retrogames #indiedev
So it has to go further to nearest. The other way round wouldn't work.
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.
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.
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?
Akalabeth! That is a seriously old-school example π