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  • Writer's pictureBruce

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) - we use this throughout Shmupkit to ensure we keep track of how many Sprites are currently on Screen, since MPAGD has a maximum of 12 sprites on screen at any one time, HOWEVER, I don't recommend aiming for 12 as I find a general slowdown and the potential for things to go wrong, aim for 10 or 11 and you should be ok.

Remember though that Your Player, Player Missile & Enemy missile will count as three sprites, so in reality you can probably only get 8 alien sprites on screen at any one time.


ADD 1 TO S				; increment the sprite counter

	LET SETTINGB = 0		; initialise the distance counter

	LET SETTINGA = 0		; Initialise SettingA


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Want to support my work?....Buy my games!


Hello, I'm Bruce and I write games for old 8bit computers using Jonathan Cauldwell's excellent Multi-Platform Arcade Games Designer (MPAGD)

I've written a few successful* games for the Sinclair ZX Spectrum and MSX platforms that have been (largely) well received including Twenty Four Hour Parsley People scoring a 10 out of 10 on Planeta Sinclair.

In my blog I am sharing lots of the code that I wrote for my games, in a way that you can use in your own games.   I've commented it so that you'll learn some of the techniques I use to create interesting new mechanics and help your games stand out from the pack.

MPAGD includes lots of standard scripts, they're great to get you started, but if you're new (or just rusty) when it comes to writing code, hopefully my tutorials will help you get started and  turn your imagination into awesome 8 bit games!

All my code is free to use and do with as you please, but if you find them useful please feel free to buy me a coffee ...or better still - buy or download my games :)

*successful is a very relative term in 8bit computer games

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