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Variables Reference - Shmupkit
Here's a full list of the Global Variables used by Shmupkit, I've tried to leave as many as possible free for you own use in your games....
Bruce
Aug 3, 20221 min read
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Lost Game Event - Shmupkit
A simple GAME OVER message, similar to the GET READY one in the Restart Screen Event: EVENT LOSTGAME AT 10 12 REPEAT 10 READ A CHR A...
Bruce
Aug 3, 20221 min read
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Kill Player Event - Shmupkit
What happens when a player is killed?, we decrement their lives and update the lives counter on screen EVENT KILLPLAYER SUBTRACT 1 FROM...
Bruce
Aug 3, 20221 min read
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Restart Screen Event - Shmupkit
This event runs whenever the game first starts or restarts after the player is killed. The important thing here is that we need to reset...
Bruce
Aug 3, 20221 min read
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Game Initialisation Event - Shmupkit
The L variable is used to keep track and progress the Levels/Attack Waves of the game, after the player successfully survives a Level it...
Bruce
Aug 3, 20221 min read
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Intro Menu Event - Shmupkit
This is pretty standard MPAGD intro menu, but I've added the redefine keys commands, always let your player redefine their keys! (note...
Bruce
Aug 3, 20221 min read
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Main Loop 2 - Shmupkit
Nothing to see here!
Bruce
Aug 3, 20221 min read
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Main Loop 1 - Shmupkit
I've tried to keep the main loop as simple as possible, I've added a starfield travelling downward using the STAR DOWN command. Also, I...
Bruce
Aug 3, 20221 min read
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Initialise Sprite Event - Shmupkit
The important thing here is that we include 'ADD 1 TO S' so that every sprite that gets initialised is added to the Sprite Counter (S) -...
Bruce
Aug 3, 20221 min read
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Vertical Shmup - Part 1 - Introduction
A couple of people have asked for some tutorials on creating a Vertical Shoot-em up with MPAGD, something along the lines of Imagine's...
Bruce
Aug 2, 20221 min read
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Vertical Shmup - Part 2 - Setting up the play area
I'm going to use Imagine's classic Arcadia as the basis for the game. I remember Arcadia being the first Spectrum game I saw, I was a...
Bruce
Aug 2, 20221 min read
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Vertical Shmup - Part 3 - Setting up the Player Spaceship
Now that we have the play area set up, let's create the player spaceship and work on the code for controlling it. MENU: EDITOR >...
Bruce
Aug 2, 20222 min read
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Vertical Shmup - Part 4 - The Player Weapon
So far we have an spaceship that the player can control, now we are going to give him a weapon he can fire. First, we need to consider...
Bruce
Aug 2, 20224 min read
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Vertical Shmup - Part 5 - A framework for enemies
To start with, I'm going to create an Alien Ship sprite then write some code for its movement. In the first attack wave I want a stream...
Bruce
Aug 2, 20227 min read
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Vertical Shmup - Part 6 - Killing Aliens
The basic game mechanics have started to take shape so now we'll tackle killing the aliens, first, we'll create a new Sprite for enemy...
Bruce
Aug 2, 20222 min read
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Vertical Shmup - Part 7 - A Gameplay Decision
I started this series as a bit of nostalgic homage to Imagine's Arcadia, a game as a 12 year Old back in 1982 I loved. If you recall,...
Bruce
Aug 2, 20225 min read
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Vertical Shmup - Part 8 - A more flexible approach to Aliens
So far, we have two waves of aliens, and they're pretty easy to defeat, but I can see a problem with the way we wrote it. In the game I...
Bruce
Aug 2, 20229 min read
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Vertical Shmup - Part 9 - The Aliens Fight Back!
This is really starting to come together, we have an easily extensible framework for creating alien movement patterns, but they are a bit...
Bruce
Aug 2, 202210 min read
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Vertical Shmup - Part 10 - A spot of housekeeping
Now that we've got most of the basics of the game working, let's take a break and tidy up the presentation of the game a bit. First let's...
Bruce
Aug 2, 20223 min read
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Vertical Shmup - Part 11 - Improving the Alien Sprite
At the moment, our Alien Sprite only has one frame, and therefore is always pointing in the same direction no matter which way it is...
Bruce
Aug 2, 20225 min read
96 views
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