Uploaded June 2026 | Updated September 2026, 2 weeks ago
I have programmed all the asteroids and I initially got a jump in the asteroids like in the DPC+ version but realized it was occurring when the asteroid would go from one edge of the screen over to the other which makes me think that was part of the issue in the DPC+ version. I discovered this one when I did not account for the subpixel movement and as the number would increase. I will definitely go back to the DPC+ version to see if I can fix that but I still can't explain why asteroids would speed up TOWARDS the player.
In the PXE version I actually simplified the code greatly and while in the DPC+ version I never really checked for collision with the asteroids but simply the shot direction, in this version I actually created hit boxes for each asteroid with both missiles. I then increment the momentum up or down depending on the direction of the shot and the direction of the asteroid. When the movement of an asteroid hits 0 it flips the direction when shot.
I am also planning on using the playfield offset functions to help draw screens. In the DPC+ version I had the option for players to select the planet. With this version I plan on having layers, to where I may have a planetary shield in the first layer, the second layer may have some other playfield elements, and the third layer will be the city. I plan on keeping the respawn "shafts" like in the DPC+ version and keep the split score and power bars for shot option.
Since I have freed up some elements in this version and I have more sprites to work with, I am hoping to have a better city but I may also try and make things like gun turrets on the planet.
For the asteroids I also decided to make them solid. I attempted this in the original version but because I was flickering every other asteroid I felt that the vector style graphics that emulated the TI99/4a looked best making the flicker less obvious.
I may consider programming a computer enemy if after finishing up the main program I could squeeze a second player in.
I have programmed all the asteroids and I initially got a jump in the asteroids like in the DPC+ version but realized it was occurring when the asteroid would go from one edge of the screen over to the other which makes me think that was part of the issue in the DPC+ version. I discovered this one when I did not account for the subpixel movement and as the number would increase. I will definitely go back to the DPC+ version to see if I can fix that but I still can't explain why asteroids would speed up TOWARDS the player.
In the PXE version I actually simplified the code greatly and while in the DPC+ version I never really checked for collision with the asteroids but simply the shot direction, in this version I actually created hit boxes for each asteroid with both missiles. I then increment the momentum up or down depending on the direction of the shot and the direction of the asteroid. When the movement of an asteroid hits 0 it flips the direction when shot.
I am also planning on using the playfield offset functions to help draw screens. In the DPC+ version I had the option for players to select the planet. With this version I plan on having layers, to where I may have a planetary shield in the first layer, the second layer may have some other playfield elements, and the third layer will be the city. I plan on keeping the respawn "shafts" like in the DPC+ version and keep the split score and power bars for shot option.
Since I have freed up some elements in this version and I have more sprites to work with, I am hoping to have a better city but I may also try and make things like gun turrets on the planet.
For the asteroids I also decided to make them solid. I attempted this in the original version but because I was flickering every other asteroid I felt that the vector style graphics that emulated the TI99/4a looked best making the flicker less obvious.
I may consider programming a computer enemy if after finishing up the main program I could squeeze a second player in.










