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Using the Phaser game framework to recreate the long hidden Goldfish Game in Booty.
This is how I’ve created the sand at the bottom of the sea.
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Using the Phaser game framework to recreate the long hidden Goldfish Game in Booty.
This is how I’ve created the boats on the surface.
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Using the Phaser game framework to recreate the long hidden Goldfish Game in Booty.
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Probably the simplest of the room handlers, this routine takes care of making the floors disappear and reappear. It’s a good place to start before looking into the more complicated handlers.
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Booty was probably one of the most successful budget games ever written. Let’s take a look at how the game handles taking a “snapshot” of room data, and how it populates the room data buffers and the (oddly empty) table which holds pointers to the room data buffers.
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One of the best budget games ever written; “Booty” by Firebird).
When I was young I took on my older sisters paper round as she didn’t want to do it any more. I think I was maybe a little too young to be doing a paper round (I was 11 I guess, maybe even a little younger) and obviously it didn’t pay all that well - hence, a lot of the games I bought back then were “budget” games, like Booty.
They were a perfect price for paper round money!
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My cousin introduced me to “Trashman”. It’s a fantastic quirky game and is very bright and colourful! I loved the humour in it too.
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Bob Pape talks a little about how the monster AI was done in his book. A single routine which deals with fetching “random numbers” deals with a lot of how it works - and seeing what it actually does is fascinating!
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There’s lots of elegant code in Rampage, here’s a neat example of how the monsters are printed to the screen using the same draw routine.
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The code which prints the level names is pretty elegant and quite simple to follow. Let’s step through it.