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    Bruce
    • 6 days ago
    • 1 min

    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....
    26 views0 comments
    Bruce
    • 6 days ago
    • 1 min

    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...
    10 views0 comments
    Bruce
    • 6 days ago
    • 1 min

    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...
    11 views0 comments
    Bruce
    • 6 days ago
    • 1 min

    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...
    10 views0 comments
    Bruce
    • 6 days ago
    • 1 min

    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...
    6 views0 comments
    Bruce
    • 6 days ago
    • 1 min

    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...
    7 views0 comments
    Bruce
    • 6 days ago
    • 1 min

    Main Loop 2 - Shmupkit

    Nothing to see here!
    5 views0 comments
    Bruce
    • 6 days ago
    • 1 min

    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...
    15 views0 comments
    Bruce
    • 6 days ago
    • 1 min

    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) -...
    6 views0 comments
    Bruce
    • 7 days ago
    • 1 min

    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...
    11 views0 comments
    Vertical Shmup - Part 2 - Setting up the play area
    Bruce
    • 7 days ago
    • 1 min

    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...
    11 views0 comments
    Vertical Shmup - Part 3 - Setting up the Player Spaceship
    Bruce
    • 7 days ago
    • 2 min

    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 >...
    5 views0 comments
    Vertical Shmup - Part 4 - The Player Weapon
    Bruce
    • 7 days ago
    • 4 min

    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...
    8 views0 comments
    Vertical Shmup - Part 5 - A framework for enemies
    Bruce
    • 7 days ago
    • 7 min

    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...
    1 view0 comments
    Vertical Shmup - Part 6 - Killing Aliens
    Bruce
    • 7 days ago
    • 2 min

    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...
    0 views0 comments
    Bruce
    • 7 days ago
    • 5 min

    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,...
    2 views0 comments
    Vertical Shmup - Part 8 - A more flexible approach to Aliens
    Bruce
    • 7 days ago
    • 9 min

    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...
    0 views0 comments
    Vertical Shmup - Part 9 - The Aliens Fight Back!
    Bruce
    • 7 days ago
    • 10 min

    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...
    1 view0 comments
    Bruce
    • 7 days ago
    • 3 min

    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...
    1 view0 comments
    Vertical Shmup - Part 11 - Improving the Alien Sprite
    Bruce
    • 7 days ago
    • 5 min

    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...
    1 view0 comments
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