-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|618|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Retro Coding -> Gameboy Racing Game in progress.

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Posted : Monday, 15 February 2016, 16:34
rychan
Yup, I couldn't stop myself in the end from making a forum post with this one but, as you might have guesed, I've got a lil racer game to work on gameboy classic with gameboy colour forward compatability bits on it.

When i say work, I do of course mean, in-development...Ohhh my dum dum brain...ANI GIF! (I'm in the blue 'n' yellow car)



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Posted : Monday, 15 February 2016, 16:48
Jayenkai
Blimey, that looks fast!
Can the screen keep up with that pace?

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Posted : Tuesday, 16 February 2016, 01:31
rychan
Pretty well, although I've only checked on a gba there shouldn't be too much difference, apart from blur on the original gameboy perhaps. The gameboy pocket has a nicer screen though.

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Posted : Wednesday, 17 February 2016, 01:11
rychan
Added some proper physics-esque collisions and player positions last night, still hoping to have this finished by the end of the month.

refreshgames.co.uk/2016/02/17/racing-for-position/

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Posted : Friday, 19 February 2016, 09:10
rychan
Yeah! Got the background layer tile collisions working! Feels good!

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Posted : Friday, 19 February 2016, 09:31
Jayenkai
\o/yeay\o/ brum brum brum!!!
Posted : Friday, 19 February 2016, 10:20
rockford
You're burning rubber now!

Any news on physical copies of your games yet? Multiple games on a cart would be rather neat
Posted : Friday, 19 February 2016, 10:35
rychan
It would be cool to do that at some point, yeah, problem is finding the time and patience to do that in. It would probably be one game on the cart when that does happen though. Even that part is tough enough!

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Posted : Saturday, 20 February 2016, 19:30
rychan
A couple more screens sorted out





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Posted : Sunday, 21 February 2016, 03:51
Jayenkai
Ooooh, art
Posted : Sunday, 21 February 2016, 12:55
rychan
Hopefully, I'll get that in there before the month is over! Today I've improved the A.I. and a lot of other bits work now. Problem is, I've nearly maxed out the lil Gameboys CPU!

Because I'm lazy, here's a link with more info and shiny GIF!

refreshgames.co.uk/2016/02/21/racing-a-i-squeezed-in-how-much-is-left/

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Posted : Sunday, 21 February 2016, 14:25
rockford
Awesome sauce
Posted : Sunday, 21 February 2016, 14:57
therevillsgames
Good great!
Posted : Saturday, 27 February 2016, 18:10
rychan
Got another decent night of coding done essentially making the game even tougher. I'm a git like that unfortunately

More damage to the car results in engine damage, slower acceleration, etc, and your car now "pseudo" explodes should you take too much, dropping you 3 places down the order to boot.

Vehicles have a little turning animation and I can now load different levels from their own ROM bank, the game code itself seems to be content in just the one so far

I might give each track a bit of local flavour by changing some tiles to different varieties just to mix things up a bit also.

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Posted : Sunday, 28 February 2016, 04:27
Jayenkai
I much prefer a game that kicks my arse, to one that gives me a 17-hour tutorial...
Balls to that!!
Make it tough!!!

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Posted : Sunday, 28 February 2016, 07:28
rychan
Heheh, okay I've already got ways to introduce an easy /medium mode to it, simple offset changing, still, should be effective

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Posted : Sunday, 28 February 2016, 16:59
rychan
Got around to putting the menu stuff in tonight and balancing the code across 2 memory banks...Ahh gameboy, you are an interesting one to code for!

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Posted : Sunday, 28 February 2016, 17:22
9572AD
Pretty sweet!
May technically run on an original Game Boy, but that screen would have been naught but a smear. Game Boy Pocket or newer, I'd reckon.
Similar games I've played that had difficulty adjustments, the difficulty basically dictated the width of the roadway...if you're still hunting for ideas.

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Posted : Tuesday, 01 March 2016, 03:59
rychan
I should probably pick an original one somewhere sometime.

I'm looking into adding Super Gameboy bits to it currently, which means I have to dip into assembly. But, if I can make it a function I can simply just call it from C with data to pass to it, which would make things much easier.

There's quite a lot to the Super Gameboy after some research, also, it gives me a good excuse to dig out the SNES and cables sometime

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Posted : Sunday, 06 March 2016, 13:34
rychan
Welp., looks like I'll be waving goodbye to my home office space in 3 weeks time :/

My daughter needs her own room, which means I'll be coding in the bedroom now. Also, I have to get rid of a lot of my things. Not overjoyed at that prospect to be honest.

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Posted : Sunday, 06 March 2016, 13:51
rockford
Kids eh. Who'd 'ave 'em?

Can't beat them. Can't give them away. Can't even sell them. Can't send them down the pit. Bloody useless - if you go by the letter of the law, anyway.

You teach them to walk and talk, then you tell them to sit down and shut up. And do they? Never!

And then they nick your coding space! Grrrrrrrrrr


Posted : Sunday, 06 March 2016, 14:39
Jayenkai
Rooms--;
Playtesters++;
Posted : Sunday, 06 March 2016, 15:05
rychan
Ahh I wouldn't trust a 2 year old with a gameboy

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Posted : Sunday, 06 March 2016, 15:36
Jayenkai
Gameboys can take anything!!
Posted : Sunday, 06 March 2016, 15:42
rychan
Evidently my daughter is more gameboy destructive than the Iraq war. Not quite sure how though...

Still, finally linked my intro scene up to the actual game now tonight and did some rough colouring in of the title screen.

Only having 8x8 blocks makes it tough to set-up!



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