Making NEXT Lemmings: Part 4
I decided to get back to work and fix my sprite clipping for my object rendering. It turned out to be a simple fix and was just messing up when…
an incomplete history
I decided to get back to work and fix my sprite clipping for my object rendering. It turned out to be a simple fix and was just messing up when…
There is no excerpt because this is a protected post.
Now that I knew things were actually possible, it was time to start thinking about the levels themselves. I started reading up on the level format, a text file by…
In this post, we look at drawing both the levels, and a Lemming itself. This will look at different ways of drawing, and trying to get them as fast as…
Is a better version of Lemmings possibly on the ZX Spectrum Next? Read along and find out!
So I’m going to skip sprites for now. They’re basically the same as walls, but with transparency, though there are some fancy optimisations on it later that I will go…
SO now that I had the basic ray casting going, it was time to get some textures in. I toyed with a few ways of doing this, from normal code,…
This is the next edition of my ray casting engine series. In this article, I start to look at porting the C# engine into Z80.
In this part 4, we’re going to take a look at the guardians, their movement, and graphics. The graphics are pretty much done the way we’ve done them all of…
o I’ve been making some good progress on my Ray Casting Engine – which is technically what a Wolfenstein engine is, and I thought it’d be fun to write how…