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Luftrausers flash game
Luftrausers flash game









luftrausers flash game

The nice thing with Luftrausers is that it was designed around a limited colour palette, while also the in-game background graphics are based on silhouettes. To have sufficient time for the general game logic, while also supporting high-speed scrolling, I knew I had to compromise somewhere. I knew that I wanted to have the game running as smooth as possible, so that means running at 50 fps (in PAL land :)). So even before the original release of Luftrausers, I decided to try and port the game to the humble C64. Having previously ported Super Crate Box to the C64, I knew their games have designs that would also work quite well on more limited hardware. At that time (early 2014) I knew of the imminent release of the high-speed arcade-shooter Luftrausers by Vlambeer. Only after finishing the engine did I begin to look for a suitable game to use the engine in. I quickly had an engine running which supported up to 8 pixels/frame. Shortly after having finished Micro Hexagon in 2013, I wanted to try my hands on implementing a high-speed full-screen all-directional scrolling engine on the C64. The cartridges don't tend to stay in stock for long though! Of course, it would be foolish of me not to remind you that the game is (currently) available to buy again on cartridge and as a download. So, to rectify this and fill in the blanks, Paul has helpfully written the following blog post on the creation of LuftrauserZ. A brief making of both Luftrausers and LuftrauserZ is included within the game manual, but with a limited page count a great deal of info was missed. After releasing LuftrauserZ last month, a few people asked for a post-mortem on how Paul Koller created his opus, the demake that many thought was improbable -if not impossible- to achieve on the modest 8-bit breadbin.











Luftrausers flash game