warning: SDCC 4.1.0 is buggy, use newer compiler version.
TODO:
- "Pyramid" boundary check;
- Frenemies
- green ball (green, pickable, freezes enemies)
- red balls (jumps down randomly until end of screen starting from any of the blocks from the second tier)
- Coily (purple, homing, snake)
- Sam (green, change colors back, talks gibberish, pickable)
- Slick (green, shades, change colors back, talks gibberish, pickable)
- Wrong Way (purple, side runner, talks gibberish)
- Ugg (purple, horny dragon type, side runner, talks gibberish)
- Escape disk
- New level introduction screen
- Original music
- Detect enemy hit
- Q*Bert when it hits enemy: talks gibberish with text baloon
- Possible extra game modes
- Competitive/Collaborative two players mode?
- never-ending scrollable mode?
- Story mode?
- Tiled was used to edit the game map, via JSON
export (see
map.json
) - All the graphics were drawn with GIMP
- The music engine is the lvgm player modified to work with Ubox