Author: Erico Monteiro

Traditional game maker, former movie maker and digital artist, specialized into the most fabulous activities that happens to be worthless... but super cool none the less ;) Head of FUED - https://sites.google.com/view/fuedhq/fued

A TRS-80 Color Computer Commercial Quality Action/Fight Game in BASIC, part 4

Chapters: 01 , 02 , 03, 04. The story so far: graphic performance is great! We have a notion of memory consumption and the base game idea direction, meaning, we have a designed player moving about. How does one start a game development? In my case and in general, by doing sketches, then mock ups for the target system, then I code the basic…

A TRS-80 Color Computer Commercial Quality Action/Fight Game in BASIC, part 3

Chapters: 01 , 02 , 03. So far we were just testing non-purpose brute force semigraphics block pushing, but enough to get a direction to explore.Next step would be to get that direction aligned to some game design. I certainly now know that my skills with BASIC will be able to cut for a bunch of blocks in motion, so I need…

A TRS-80 Color Computer Commercial Quality Action/Fight Game in BASIC, part 2

Chapters: 01 , 02 , 03 . So we were looking at reducing the gameplay from fighting games referenced on the last post.I thought the arcade Pong (1972) connects well, let’s see, as a kind of combat game, pong sports 2 players each controlling its own pad up and down and they have to bounce back a ball. The ball…

A TRS-80 Color Computer Commercial Quality Action/Fight Game in BASIC, part 1

Chapters: 01 , 02 , 03. If you have seen my other project devlogs, you probably noticed I pull a lot inspiration from that title´s primeval computer. Yes it was were I self learned to do computer games, mostly with the aid of books and magazines from those times. After finishing The Outhouse game, which mimics the COCO´s semigraphics 4…