Oh My!! Better than Bouncing Bomb¿¡?! I should have mentioned that Flywrench was a free game for pc. I've seen there is an extended version with modern looks. If you are curious I can look to upload the old one somewhere. Anyway you have to roll your ship in different ways each one matching the ship colour with the obstacles you run into.
Ok, here is a short animation, of the loading screen development.
NOTE: Last frame stays longer, to distinguish the latest version.
Something to take into account is the radical difference between what we see in a LCD/TFT computer screen, and what we see on a actual TV screen (even a modern one), when video is from a real Spectrum.
Several colors don't look that distinct, especially bright versions when compared with an emulator or PC editor (Seven Up, for example). So what might look nice on an emulator or PC computer screen, might no look as nice on a real Spectrum on a TV, and vice-versa. To look nice on both it requires a very fine balance that takes a lot of experimenting.
Rui, thanks for the extense posts, as always, they are a great way of learning and sharing information that may help others Very original loading screen, like it a lot! This ZX Dev´ is showing totally great games/art/ideas, so I am really proud that I created something which can add something to the Spectrum scene, although the merit is 100% of all of you, contestants. How far is the development of the game so far (I mean in percentage)?
I have been busy, hacking away a music player. I needed to do this, so that I could understand how to do some extra processing, while playing music.
Also, I had to give UTZ (musician) something to work with, before the dead line.
So far I developed 3 distinct versions. V1 - Pulse Density Modulation (PDM), using Sigma-Delta Modulation with 1 bit Quantizer + WaveTable. V2 - Plain Square Wave Modulation + WaveTable V3 - This one I baptized it "Square Delta" Modulation + WaveTable.
All versions use 8 bit Wave table samples, and 16 bit precision on note frequencies (8 bits Fixed point)
We settled on version V3 for now.
The rest of game development slowed down a bit, due to this "diversion" from the main development.