UCC2016: The Uzebox Code Challenge returns!
Re: UCC2016: The Uzebox Code Challenge returns!
What about posting WIPs by the way? Just interested in your opinions. I was leaning towards posting, but if everyone rather wishes to keep it secret, I will do as well. Sure it could be a blast then on the deadline, so many new games appearing at once!
Re: UCC2016: The Uzebox Code Challenge returns!
I'll bite it. Here's a screenshot that does not reveal much about my WIP.Jubatian wrote:What about posting WIPs by the way? Just interested in your opinions. I was leaning towards posting, but if everyone rather wishes to keep it secret, I will do as well. Sure it could be a blast then on the deadline, so many new games appearing at once!
Re: UCC2016: The Uzebox Code Challenge returns!
Looks like an interesting element, though I have no clue as to your program from it
Re: UCC2016: The Uzebox Code Challenge returns!
Thx Uze!uze6666 wrote:Sure, I'll have batch made and sent directly to you. I will customize the back to add references to the EUzebox & website. Will send you asap.Harty123 wrote:Looks great - can you send me some Flyers. I will put them in my outgoing deliveries and I need some for the maker faire Hannover.
Life's too short to remove usb safely
Web: www.hwhardsoft.de
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Web: www.hwhardsoft.de
http://www.facebook.com/hwhardsoft
YouTube: http://www.youtube.com/user/hwhardsoft
- schepers_cp
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Re: UCC2016: The Uzebox Code Challenge returns!
no real update for the prize i'm contributing to, exept that the hardware designer had ground plane issues on the pcb's.
also, i think i got a neat little project for of the next ucc (2017? 2018?) prizepot.
only concern right now is the size and weight of that project
also, i think i got a neat little project for of the next ucc (2017? 2018?) prizepot.
only concern right now is the size and weight of that project
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Re: UCC2016: The Uzebox Code Challenge returns!
I hope the phone ringing, is a murder mystery game. That would be different and fun. I decided I'll share, my game name. I'm making a roguelike game, called Roguze.
Re: UCC2016: The Uzebox Code Challenge returns!
A Roguelike is long overdue on Uzebox for sure.
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Re: UCC2016: The Uzebox Code Challenge returns!
The small amount of memory make it a little challenging. The data listed doesn't include the monsters and items on the map.
Program: 61434 bytes (93.7% Full)
Data: 3400 bytes (83.0% Full)
Program: 61434 bytes (93.7% Full)
Data: 3400 bytes (83.0% Full)
Re: UCC2016: The Uzebox Code Challenge returns!
Wow looking good! A tough task to accomplish, this is going to be a nice game to have on the system.
Are you considering SD or uzenet for more level data?
Are you considering SD or uzenet for more level data?
Re: UCC2016: The Uzebox Code Challenge returns!
It almost seems like a new graphic mode with the following parameters:
- 4 cycles / pixel
- 6 pixels wide, 8 pixels tall tiles, 60 tiles width (360 pixels)
- Attribute mode with selectable FG and BG colors
- ROM tiles only
I think the mode is possible (by these speculations), hoping it is not some limited code tile solution with fixed foreground and background colors. Carefully examining the screenshot suggests that it could be so: the color pairs for each of the tiles seem to be the same, so it might be just code tiles. That case there is more RAM left for game logic, though! The 60 x 28 VRAM already takes 1680 bytes, so a 4bpp Color RAM for it as described along the speculations would bump the memory consumption of graphics up to 3360 bytes, which doesn't fit with the kernel in the mentioned 3400 bytes.
Anyway, nice to see a high resolution solution!
- 4 cycles / pixel
- 6 pixels wide, 8 pixels tall tiles, 60 tiles width (360 pixels)
- Attribute mode with selectable FG and BG colors
- ROM tiles only
I think the mode is possible (by these speculations), hoping it is not some limited code tile solution with fixed foreground and background colors. Carefully examining the screenshot suggests that it could be so: the color pairs for each of the tiles seem to be the same, so it might be just code tiles. That case there is more RAM left for game logic, though! The 60 x 28 VRAM already takes 1680 bytes, so a 4bpp Color RAM for it as described along the speculations would bump the memory consumption of graphics up to 3360 bytes, which doesn't fit with the kernel in the mentioned 3400 bytes.
Anyway, nice to see a high resolution solution!