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dingo Account closed
Registered: Sep 2003 Posts: 1 |
Were there ever any 'full screen' games?
Has anybody ever seen a C64 game which used the top, bottom AND the sideborders for actual gameplay? (and not just displaying score, level, lives left or whatever in those screen areas)
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SIDWAVE Account closed
Registered: Apr 2002 Posts: 2238 |
nope |
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TDJ
Registered: Dec 2001 Posts: 1879 |
I seem to remember a puzzle game, where you have to switch the tiles to get the correct picture ..
And if there wasn't, why not? It's such a simple idea .. :) |
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Oswald
Registered: Apr 2002 Posts: 5094 |
I am utterly bored of anything on border stuff |
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hollowman
Registered: Dec 2001 Posts: 474 |
does hellfork count as a game? |
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Cruzer
Registered: Dec 2001 Posts: 1048 |
If it hasn't been done it would be a quite easy "world 1st" thing to do. You could just make a game that consisted of 8 sprites, that were max 19 pixels high, so the top/bottom ones could be used to d017-flex them into y-position, w/o requiring any timing. |
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SIDWAVE Account closed
Registered: Apr 2002 Posts: 2238 |
Make some sideborder music instead! |
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Oswald
Registered: Apr 2002 Posts: 5094 |
how about a worldfirst sideborder texture mapper ?
or a worldfirst sideborder tunel?
or a worldfirst sideborder bump mapper?
or a worldfirst sideborder basic ?
or a worldfirst sideborder tasm ?
or a worldfirst sideborder loader?
or a worldfirst sideborder fld ?
or a worldfirst sideborder music editor ?
or a worldfirst code only running on sideborders ?
or a worldfirst sideborder only gfx?
or a worldfirst sideborder sideborder?
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WVL
Registered: Mar 2002 Posts: 902 |
Quote: I seem to remember a puzzle game, where you have to switch the tiles to get the correct picture ..
And if there wasn't, why not? It's such a simple idea .. :)
I think that game was made by D'arc/topaz? |
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trident
Registered: May 2002 Posts: 91 |
rambones: HCL and Dane actully did do sideborder music in their Cycle demo :-)
hollowman: hellfork probably doesn't count as a game, not until the networked multiplayer mode is implemented anyway :-) (There is actually enough cycles left for drawing a simple "enemy" over the blocky walls, and by removing the music there should be enough rastertime to add simple IP networking with the TFE or the RR-NET). |
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taper
Registered: Dec 2001 Posts: |
Trident:Yes and I'm still waiting for the RR-Net support in that game... :) |
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