The Move is On!

The Move is On!

We were thinking our house move wasn’t going to happen until next year sometime – probably early March or April – as we’d had no promising viewings for around 6 weeks. Then, almost out of the blue, an offer came in. We played the usual bartering game and came to a price that both parties ... Read More
 
SF Mono Font

SF Mono Font

I have just migrated to Mac-OS High Sierra, so I’ve had the fun task of re-installing all my applications from scratch. Normally I would have opted for a full Time Machine restore and gone back to how things were but I would have missed out on some new, lovely things that I have found. One ... Read More
 
Pew!

Pew!

Hello World! In this post I will be talking about the weapons. No shoot em up is complete without them and Paradroid is no exception. For a game back in the eighties, it was not often that you played a game which had multiple weapons – let alone different abilities, sprites and sound effects. There ... Read More
 
Console ++

Console ++

This is just a quick update to show some of the other screens that I class as console screens; these are the game start, intro and the pre-transfer game screens. These screens were done in a very similar way to the console screens from the previous post where a Game Maker surface is used to ... Read More
 
Console

Console

In my previous post I talked about the Mini map screen and the Lifts screen which are both part of the console display within the game. The console screen also has a wealth of additional information about the droids, deck plans and the layout of the current dreadnaught. You can access the in-game console by going ... Read More
 
Going Down!

Going Down!

With the doors all working, as I explained in the previous post, the next logical step was giving the player the ability to move around the whole of  the dreadnaughts area. This involves having the lift screen and the lifts on all the decks linking into the respective areas on the huge map that are the ... Read More
 
The Doors!

The Doors!

The next major hurdle with Paradroid was implementing one of the most iconic parts of the game which was the opening and closing of the deck doors using simulated proximity checks when any droid approached them. Just like the automatic doors you find in shops which detect a person coming into the sensor area and ... Read More