FrankenGraphics wrote:
Yeah, that's true. Dynamic objects is a harder to grasp-concept and might benefit from being presented 'live'.
Really? Because I had the dynamic objects in my first NES game, coded in a single afternoon, using generic, reusable subroutines.
Every object in the game (including the player, but excluding bullets), were updated in the same way, as quickly, and efficiently as possible.
I had started on a tutorial last year, to create a shooter, using a similar object-handling code, to show how easy it is. But I haven't had the time to sit down, and finish the write-up.
The enemy patterns would be presented to the beginner, using a human-friendly byte code:
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More advanced users would be encouraged to code the enemies, directly in hexadecimal!
FrankenGraphics wrote:
The scope here was more ambitious (72 hours), but you could scale it down.
Not a tutorial, but a game I had never released, was coded in only 5 hours, during a marathon coding session:
viewtopic.php?f=22&t=14773#p178844Piko was going to release this game on cartridge a while back, but... things happened. Oh well.