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https://vintagecomputing.ch/?browseid=4494
Tiling was a design pattern often used in the beginning of the gamedesign.
Reason:
  • Tilebase is simple to use. Create the tiles and just say here is TileA, titleB.
  • Tilebase save space (######) - important in the beginning
  • Tilebased could be used for creating games (Labyrinths) with Sprites in front
  • You can create very fast new levels
  • The hardware has often tilebased background support 
  • Seamless tiles create very fast interesting backgrounds and foregrounds … 
designpattern
2022-07-08 11:13:22
https://vintagecomputing.ch/?browseid=4492
which designpattern where used? and why?
Tilebased sprites
2022-07-08 11:21:02
https://vintagecomputing.ch/?browseid=4506
Of couse you could also - or you had to - create big sprites out of smaller sprites, because the sprite size was limited to 32x32 for example. 
Fantasy Consoles
2022-05-25 23:45:26
https://vintagecomputing.ch/?browseid=650
Consoles inspired by old consoles but 100% new. They are somehow like the dream of this days. All dev. thing in one tool (graphics, sound, tiles, coding, levelediting)
Fantasy-Computers
2022-04-17 22:36:48
https://vintagecomputing.ch/?browseid=638
Fantasy computers are computer that are ‘inspired’ by real computers. Means their name sound like ZX81 > Tic80 but of course they are fast, programmable with lua and in the most of the cases have all integrated: spriteeditor, tile/background-editor, soundeffects editor and music editor. So they are really the dream of an 8bit-coder* with assembler, low memory, low graphics, no tools. 
PacMan
2022-07-08 11:33:35
https://vintagecomputing.ch/?browseid=4514
Visual: Tilebased 
Gamemechanic: Tilebase /- 
 
https://vintagecomputing.ch/?browseid=9555
  • Scrolling
  • Tilebased-Background
  • Shooting
  • Enemies
  • Background with Obstacles
  • External Editor
 
https://vintagecomputing.ch/?browseid=9257
OLIVER Being a pixel guy – the tools were remarkable. We did not have devkit like the Katakis tools or something specified for creating game graphics. I used the editor that came with the Shoot ‘Em Up Construction Kit for sprites, which turned out extremely practical. The Ronny-sprite was created with an C64 editor called Mob-Profi, which provided overlayed hires and multicolour-sprites. The pictures in the intro and end sequence were pixeled in Koala Painter with a joystick, but everything else was more like hacking. I edited the charset with a font editor. The level backgrounds were tile-based maps, so a friend of mine coded one tool for combining 2×2 chars to tiles including the colour – and a second tool for assembling the levelmap like a puzzle game. As setup I had a C128 and Amiga 500 side by side. By the way – there was a TV and a monitor connected to the C128 at the same time, because of the the different video quality and I wanted to be sure that the graphics  looked right on both display types. With our modern mouse or stylus driven tools and those workflow-trimmed programs it is hard to believe that we got things done at all back in the day when we were even lacking fundamentals such as UNDO functionality. However, I have to say that you had full control over the technical specs of the graphics and as a graphic designer you started to think like a coder.
Otherwise, I hardly remember details of the project. At least for the first month, Mario and I were working alongside each other. The intro and the end sequence were finished first. Then it was very intense and determined by crunchtime, the process was sort of first-in-first-out. The progress in code was tied to incoming graphics. Markus composed the new tunes at home far away and we had some issues with the delivery. Nevertheless the whole soundtrack reached us in time and its implementation went smoothly. Still there was no free time at all. In the final weeks weeks it became a kind of competition – like, who needs the least sleep! I also remember that the editing of the levels was pretty chaotic. Three of us worked in shifts and it took much longer than planned.
Oh I almost forgot about the  communication with Virgin. That was the horror for me because I hardly spoke any English back then. David Bishop and I talked English and German mixed, which worked surprisingly well.
https://vintagecomputing.ch/?browseid=7127
@la1n/imp89 @Shana @dipswitch Sorry, I only just now noticed about this intense discussion going on. Shana has put it 100% correct already. The name eventually was given to the event by Furball/Fake That back in 1996 for Bünzli#1 (taking place near Bern). Was changed to 'Buenzli' (no umlaut) once international visitors started to appear. This then was kind of a 'trademark' for a while. When we changed the location from Winterthur to Olten, we also rebranded the party to Demodays, a name that was a bit generic but worked without the need to explain it all the time. It also allowed for the Demonights pun afterwards. 'Demodays', however, has not really been adopted by the demoscene too much, many people just kept it calling Buenzli (or 'Buenzu' for some). This is also somewhat reflected in inconsistent naming/series ordering on Pouet and possibly Demozoo. I'm happy, Furball &the other teenage guys called the event Bünzli: Without that decision, we wouldn't have interesting discussions like this 😉
https://vintagecomputing.ch/?browseid=4510
Here the visuals and mechanics are tilebased. 
Features of IMMANIS
2022-08-17 12:00:17
https://vintagecomputing.ch/?browseid=5304
IMMANIS

Features

High resolution / 65536 colors
Smooth scrolling with foreground parralax
Smooth character / background animation

Hand drawn backgrounds
Full screen animated 3D sequences (over 10 minutes)
Orchestral music
Fast, intuitive interface
Day/night lightsources
Weather conditions (snow, rain, wind...)
https://vintagecomputing.ch/?browseid=9461
<applet archive="/web/20010826133850oe_/http://www.design-republic.ch/breoid/AppletClasses.jar" code="TrivialApplet.class" width="500" height="300">
 <param name="name" value="imp89"> 
  
 <param name="email" value="rbauer@ds.unizh.ch"> 
 <param name="comment" value="i code therfore i am"> 
 <param name="http" value="www.design-republic.ch">
             <param name="editor" value="NO">
  <param name="level0" value="(l)[105(17!8][15(80!1][105(38!8][120(80!5][60(206!4][70(80!4][160(206!4][310(205!3][360(122!1][110(206!1][210(206!1][260(205!1][360(143!1][360(205!1][360(55!7][10(206!8][360(78!6][360(101!1][65(140!4][65(160!4][15(140!4][180(35!1](/l)">
<param name="level1" value="(l)[65(215!2][115(215!2][165(215!2][215(215!2][265(215!2][315(215!2][365(215!2][180(65!2][60(154!5][365(140!5][115(150!8][310(140!8][165(150!6][230(65!4][130(65!4][10(215!4][255(145!1][255(125!1][255(165!1](/l)">
<param name="level2" value="(l)[170(72!5][170(93!3][170(54!1][170(13!2][170(33!2][115(11!3][220(12!8][220(33!8][220(55!8][220(76!8][220(94!8][115(95!2][115(73!2][115(32!1][115(52!1][65(9!8][65(32!8][65(53!8][65(74!8][65(94!8][65(115!2][115(114!2][170(135!2][220(113!2][245(140!8][245(160!8][245(180!8][245(150!8][245(170!8](/l)">
<param name="level3" value="(l)[300(133!2][250(134!1][110(34!5][195(18!4][195(38!4][195(58!4][195(76!4][195(96!4][195(115!4][195(137!8][0(76!8][45(98!8][95(118!8][140(137!8][275(32!5][395(196!1][345(196!1][295(196!1][160(193!7](/l)">
<param name="level4" value="(l)[380(194!2][180(111!6][330(194!2][280(194!2][230(174!2][180(157!5][130(174!2][80(195!2][30(216!2][130(195!1][230(195!1][180(195!1][180(134!4][180(91!9][180(68!9](/l)">
<param name="level5" value="(l)[62(215!2][85(11!8][85(29!8][85(48!8][85(66!8][85(87!8][185(8!8][185(29!8][185(49!8][185(67!8][185(88!8][135(67!5][135(10!1][135(46!4][135(28!1][135(88!2][85(107!8][185(109!8][110(215!5][160(215!8][185(146!9][85(167!9][85(147!9][185(166!9][400(100!9][350(101!9][300(102!9][350(79!9][350(121!9][210(215!9][260(215!9](/l)">
<param name="level6" value="(l)[62(215!2](/l)">
<param name="level7" value="(l)[62(215!2](/l)">
<param name="level8" value="(l)[62(215!2](/l)">
<param name="level9" value="(l)[62(215!2](/l)">
<param name="level10" value="(l)[62(215!2](/l)">
<param name="level11" value="(l)[62(215!2](/l)">
<param name="level12" value="(l)[62(215!2](/l)">
<param name="level13" value="(l)[62(215!2](/l)">
<param name="level14" value="(l)[62(215!2](/l)">
<param name="level15" value="(l)[62(215!2](/l)">
<param name="level16" value="(l)[62(215!2](/l)">
<param name="level17" value="(l)[62(215!2](/l)">
<param name="level18" value="(l)[62(215!2](/l)">
<param name="level19" value="(l)[62(215!2](/l)">
<param name="stone0" value="stones0.jpg">
<param name="stone1" value="stones1.jpg">
<param name="stone2" value="stones2.jpg">
<param name="stone3" value="stones3.jpg">
<param name="stone4" value="stones4.jpg">
<param name="stone5" value="stones5.jpg">
<param name="stone6" value="stones6.jpg">
<param name="stone7" value="stones7.jpg">
<param name="stone8" value="imgs_usr/stones8.jpg">
<param name="background" value="back.jpg">
 <param name="ball" value="kugel0.jpg">
 <param name="schle" value="schle.jpg">
   <param name="shadow" value="true">
</applet>
Detectable
2022-07-08 11:34:48
https://vintagecomputing.ch/?browseid=4530
Visible in the Explosions
Sokoban - Sokoban-clone
2024-10-12 11:11:38
https://vintagecomputing.ch/?browseid=1212
  • Tilebased
  • Too fast
  • not yet solved - TargetFields constantly
War Heli (Atari ST)
2022-07-08 11:36:10
https://vintagecomputing.ch/?browseid=1258
War Heli is a state of the art shoot em up game with big sprites on a computer with no hardware-scrolling! 
https://vintagecomputing.ch/?browseid=1295
There are several things coming from the cracking/demo scenes like the background over the area of the 320x240 pixels. The scroll text and and and. Perhaps also the backscrolling after finishing the levels.
A lot of questions for the makers and an interview.
.
2022-05-21 14:24:19
https://vintagecomputing.ch/?browseid=3040
Game description
Starbirds is a shoot'em up game in the style of old AMIGA shooters like R-Type, Apidya, Wings of Death and many others. The game play is simple: the player controls a space ship (called the Starbird) and tries to keep alive, which is best ensured by shooting as many enemies as possible.
Starbirds features four horizontally scrolling levels, each packed with a huge amount of enemies and guarded by an extra-large boss enemy with big shields and power. The levels are constructed in a way that there are a lot of turn-off's which allow the player to take another path each time.
A special feature of Starbirds is the weapon system, which was inspired by action games like Wings of Deathand Lethal Xcess. There are two categories of weapons, primary and secondary weapons. Each category consists of 8 different types of weapons, four of each category are selected by the player before entering the first level. The player can decide at every time if the approaching enemies should be attacked using the primary or secondary weapon. By repeated pressing of the fire button the primary weapon is fired, by holding down the button the secondary weapon is fired.
The currently active weapon can be changed by collecting weapon symbols, which are left behind from exploding enemies quite often. Blue symbols represent primary weapons, red symbols secondary weapons. Every weapon has five different powers. If a symbol is collected, which represents one of the currently active weapons, then its power increases by one. Therefore it is advantageous to collect the same symbol several times in order to get a weapon with high power. On the other hand, changing a weapon reduces the power by one, therefore too many changes without intermediate power-up quickly lead to a poorly armed space ship with little chance of survival.
The Starbird space ship does not survive hits with enemies, their shots or with the background. Fortunately the player has six space ships available and he can restart the game three times in the last visited level. The game supports four levels of difficulty, which can be selected in the main screen, before entering the first level. Finally the game can even be played by two players simultaneously.
https://vintagecomputing.ch/?browseid=9439
  • Arkanoid/Breakout
  • Create Accounts
  • Own Titlescreen upload
  • Own Levels / Editor
  • Playable for others etc.