https://github.com/rberenguel/roids
An asteroids clone for the PicoSystem based on an old Windows game called Hyperoid
https://github.com/rberenguel/roids
32blit asteroids-game picosystem
Last synced: about 1 year ago
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An asteroids clone for the PicoSystem based on an old Windows game called Hyperoid
- Host: GitHub
- URL: https://github.com/rberenguel/roids
- Owner: rberenguel
- License: mit
- Created: 2024-07-05T16:03:52.000Z (almost 2 years ago)
- Default Branch: main
- Last Pushed: 2024-07-09T16:37:07.000Z (almost 2 years ago)
- Last Synced: 2025-02-02T01:11:16.741Z (over 1 year ago)
- Topics: 32blit, asteroids-game, picosystem
- Language: C++
- Homepage:
- Size: 5.23 MB
- Stars: 0
- Watchers: 1
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
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README
# roids
An Asteroids clone for the [Pimoroni PicoSystem](https://shop.pimoroni.com/products/picosystem?variant=32369546985555), based on the visuals of [Hyperoid by Edward Hutchins](https://www.mobygames.com/game/12949/hyperoid/).
Uses the [blit32 engine](https://github.com/32blit/32blit-sdk), and thus can be built for the pico, web (using emscripten) and Mac/Linux.
If you want to play on the web or download the `.uf2` for the PicoSystem, head to [itch.io](https://rberenguel.itch.io/roids).
Thanks `rn` for all the help with C++. Anything that looks wonky is because I didn't ask or ignored his advice.
## How it looks and plays
Here is a short video of gameplay with the Mac build. The web version looks pretty much the same, and the Pico version is just a portable, really small one. You can see a picture of the endgame screen below the video.
https://github.com/rberenguel/roids/assets/2410938/21bec51b-3538-447d-b5a5-b99a3bccf7fa

## Building locally
Follow the instructions of the [blit32 SDK](https://github.com/32blit/32blit-sdk) depending on your target platform. Blit32 supports web, Mac, Linux, Windows. The Pico instructions are [here](https://github.com/32blit/32blit-sdk/blob/master/docs/pico.md).
The TL;DR of all the options will be something like:
- Install the Python libraries used as helpers during `cmake`, and if using a virtual environment, go into it.
- Configure the path (or settings to always download) the Pico SDK, if building for the Pico.
- Create a build folder and go into it.
- `cmake ..` This only needs to be done pretty much once if the cmake config does not change. For emscripten, it will be with `emcmake`.
- `make -j 8` with some additional flags depending on the target.