AS 64k

Post screenshots, binaries and projectfiles of the projects you have made with ZGE that you want to share!

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rrTea
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AS 64k

Post by rrTea » Sun Dec 16, 2018 9:31 am

I'm working on another 64k project. A few things are still missing (title screen just says "64", for example) and others are still a bit WiP (for example the enemy HP etc) but other than that it's fully functional… If anybody has a minute or two to test it, I'd be happy to hear how it runs on your computer (or any other thoughts you might have)!

About the game: harvest the power pellets from the enemy and when the powerup is high enough, attack! You can also collect the small rockets. Should be simple enough to figure out after a few attempts (might be a bit confusing at first) (just remember to let go of the shoot button from time to time, this is not one of those games where you have to constantly keep the button pressed). There is only one enemy implemented.

Here is a short gif to give you an idea of what it looks like:
001a.gif
(from an older build)
001a.gif (2.47 MiB) Viewed 196 times
Edit: Newest build here.
Last edited by rrTea on Sat Dec 22, 2018 6:19 am, edited 5 times in total.

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VilleK
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Re: A.S.64k

Post by VilleK » Mon Dec 17, 2018 8:21 am

I like it! I notice that the exe is exactly 64kb so you seem to have reached the limit :). Or do you have any ideas on how to save space?

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rrTea
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Re: AS 64k (hopefully final build :) )

Post by rrTea » Tue Dec 18, 2018 10:50 am

Thanks for checking it :) Yes, I did find a way how to save even more space. So here is a new build (lots of additions & fixes & optimizations)! (Attached to the first post.)

Maybe some numbers need a bit of tweaking but this should be it I think, everything is fully functional and all features are in place. Unless I hear about some major problems here I'll try to make a site for the project (and update this thread with the links) when I get a chance.

If you see a feature you really like, chances are I copied it from Kjell :) ( if it's something silly that was probably written by me :) ) As for the game itself, I guess it will be a bit confusing on the first few tries but I hope that ultimately everybody who plays it will have an unexpected feeling (hopefully a good one and not because the game crashed!).
Last edited by rrTea on Sat Dec 22, 2018 6:19 am, edited 3 times in total.

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VilleK
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Re: A.S.64k

Post by VilleK » Wed Dec 19, 2018 8:03 am

About saving space: the "Find unused components" option in Tools menu can help sometimes.

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rrTea
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Re: AS 64k

Post by rrTea » Thu Dec 20, 2018 7:38 am

It's very useful, I regularly use it.
剪貼簿圖片 (5).png
Just to confirm :)
剪貼簿圖片 (5).png (1.39 KiB) Viewed 141 times
Currently the project is at the point where if I try to add even an empty ZExpression it'll go over 64k – no doubt there are still things that can be further optimized but that's it for now.

Anyway I made a page for the project: https://q64.itch.io/as64k
Here is a video of the thing in action: https://streamable.com/vexph

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VilleK
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Re: AS 64k

Post by VilleK » Thu Dec 20, 2018 9:06 am

rrTea wrote:
Thu Dec 20, 2018 7:38 am
Anyway I made a page for the project: https://q64.itch.io/as64k
I like your comic strips :D

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rrTea
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Re: AS 64k

Post by rrTea » Sat Dec 22, 2018 6:16 am

Thanks :)

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