Category Archives: Paradroid

The transfer game

Even though the title sequence still needs some work to get it up to standard, we decided that it was something to come back to later as there will soon be enemy droids going into the game. Obviously, without having … Continue reading

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Bug fixing and text formatting

Started ripping out the temporary text lines I’ve been using for testing the scrolling information. Had all sorts of fun and games creating a routine to load in a text file and then display the text using a DS_list. Because … Continue reading

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Project maintenance

Busy doing other things today so, rather than attempting to write code in a short amount of time, I went through what I actually had to comment it all up so it’s readable by Aaron as well as myself. I … Continue reading

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Title sequence update

Today was a day of pretty heavy research looking into the most effective way to do the scrolling system on the title screen. As mentioned previously, I’ve tried a few different ways with varying success but the general rule appears … Continue reading

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Scrolling the title screen with GMS 2

Hands up all of you lot that remember the original Paradroid? Quite a few, I suspect, so you’d be the people remember the attention to detail that showed up in the title screen with the scrolling screens of text, use … Continue reading

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Paradroid ongoing

Development is going pretty well on Paradroid at present so, pretty soon, I’m going to be posting up some work in progress of both development images, and the game as it is at present, running. GMS 2 (Game Maker Studio … Continue reading

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Parallels and Gamemaker Studio 2

Tinkering with side-projects like Mancala has taken a back seat over the last week, despite my previous raving about wanting to get back into Blitzmax once again. Aaron and I discussed the relative merits of using something huge like Unity … Continue reading

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Polishing the blog

I took the opportunity to do a little housekeeping on the blog today which ended up with me getting my hands dirty with some raw html again. Very basic stuff in the end, and the kind of stuff I used … Continue reading

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Getting the basics right

The reason for developing our Paradroid project is primarily a learning exersize in how to “Unity” This means, for starters, I’m going to need to have some knowledge of C#. I’m not going to need to be brilliant at it … Continue reading

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Project Paradroid

When creating Paradroid back in the early eighties, Andrew Braybrook created a masterpiece. A game consistently rated as one of the greatest games ever written on the C64, and also one of the most fun to play. From a technical … Continue reading

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