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Socoder -> C/C++/C#/Other -> Flap Happy and Fancy Free!

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Posted : Monday, 06 November 2017, 16:46
rychan

Flap Happy and Fancy Free!


My port of Flapadiddle is beginning, after taking my last NES game attempt as more extended learning than an actual game, I'm attempting to do that lovely procedural generation of levels on a 6502, with a proper,seeded PRNG, Demo levels viewable here, with limits to 8-bit integers for testing.

refreshgames.co.uk/randomness.php



Hopefully the game can fit nicely into 32kb, with many, MANY levels! Gooo proc gen!

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Posted : Monday, 06 November 2017, 17:21
Jayenkai
Good luck!!

The way the original works.
Fill screen with random spikes.
Place 5 platforms within certain X sections. Eg, leftmost platform in somewhere in first 20% of screen, rightmost in last 20%, others inbetween.
Next, erase any spikes within an X radius of platforms.
Next, pick a random y value for each of the 20%s, and erase spikes within a certain height of that y value, to create a horizontal corridor at y.
Then, create a vertical shaft from platform to the y, to ensure each platform can reach a horizontal area.
Last, cut additional vertical shafts between the midpoints of each 20%

It’s VERY formulaic, but given a "not completely full" random set of spikes, the level looks random enough.

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Posted : Tuesday, 07 November 2017, 02:17
rychan
Thanks, I'm going to need it! I'm planning on using this approach for the moment, it'll need some tweaking but it's essentially:

Fill screen with spikes
Place verticals up from the platforms
Carve a random path out left to right with a set height ( maximum height change of 1 or 2 blocks per column)
Carve another, shorter path out left to right (max height change of 1)
Then once more, same height, left to right (max height change of 1).

Dot some spikes around randomnly.
Dot some blank spaces around
Place up to 5 platforms where they can appear, based on surrounding blocks being empty.

Bit compress it down so each tile is only 2 bytes
Output to the screen.

It does need some changing, mainly in the placing of the platforms I reckon.

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Posted : Monday, 20 November 2017, 02:04
rychan
Starting to tackle the NES Audio Processig Unit after a lot of failures attempting to integrate famitone.

It's kinda like the gameboy one, but the exact opposite at the same time.

Mainly that it uses period instead of frequency so, upping the period value reduces the frequency instead of what I'm used to, ha!

Goona write up some sorta sfx tool along the same lines as my gameboy one, should be a good starting point.

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Posted : Monday, 20 November 2017, 18:13
rychan
Okay, got control over a couple of beeps and scaling, longer beeps. Will maybe add fading tomorrow and other stuff, possibly multi channel gubbins.

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Posted : Thursday, 23 November 2017, 05:57
rychan
I finally upped my high score on hard mode btw Jay

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Posted : Thursday, 23 November 2017, 06:03
rychan
Considering adding different worlds with mobile enemies inside each one,

Classic (no enemies)
Woodland with leafs instead of spikes and falling spider type things
and errr. others? I'll have to think about it a fair bit!

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Posted : Thursday, 23 November 2017, 06:04
Jayenkai
Go nuts!! Can’t wait to see what you can come up with.

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Posted : Thursday, 23 November 2017, 06:09
rychan
Don't mind if I do!!!

Well, I'm putting together a "function" library formyself in ASM currently, so I have some sorta of a game engine to make single screen games a bit easier to make.

Super Floofy Sheepie taught me a fair amount about what to do and not to do in assembly so this is building from that in a sense.

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Posted : Wednesday, 29 November 2017, 13:40
rychan
Quickie update.

Had a good few hours to code today and got started on the function library for some NES games, there's a legit title screen and actual planning going on this time as opposed to me doing things very much off the cuff.

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Posted : Wednesday, 29 November 2017, 14:43
Jayenkai
Kewly! A NES Framework
Posted : Wednesday, 29 November 2017, 15:52
rychan
Aye, It'll all be in ASM still once it's ready though so I don'tk now how much use it would be to others but, we'll see how it develops.

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Posted : Saturday, 02 December 2017, 14:17
rychan
Re-did the title screen in ASM today and got that bird a flappin' and a squawkin'




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Posted : Saturday, 02 December 2017, 14:20
Jayenkai
\o/yeay\o/
Posted : Saturday, 02 December 2017, 16:14
rychan
Level generation is proving to be a lil tough, as it thought, when you're only able to mainpulate reigsters, things get tough fast!

I'm sure there's a way i can use a switch -case scenario to make life easier but for now, time to chill, at least the initial block to lift you off is proc gen now

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Posted : Sunday, 03 December 2017, 17:10
rychan
Getting somewhere tonight with the level path generation -->



Add a few more paths to it and I might be getting somewhere close to some nice levels!

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Posted : Wednesday, 06 December 2017, 05:22
rychan
Got that sweet, sweet background collision working this morning, yeah!!!

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Posted : Wednesday, 06 December 2017, 06:19
rockford
It's always great to see a main mechanic becoming a thing of reality
Posted : Wednesday, 06 December 2017, 07:59
rychan
Yes, it really is, pretty excited to get further with this one!

Nailed the level geneation down a lot more today also.



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Posted : Wednesday, 06 December 2017, 15:46
rychan
I'm kinda planning on 2 player co-op and vs modes. Probably best over 3 levels and total combined score on co-op mode.

Maybe combine it with a timer for speed runs or something perhaps? I reckon it has potential for it.

That and multiple worlds, varying themed enemies / obstacles would be cool to add into it.

We'll see how it goes

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Posted : Friday, 08 December 2017, 13:58
rychan
Rough box art done!



It needs some work on it

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Posted : Friday, 08 December 2017, 15:43
Jayenkai
Neato!

.... Flappychick looks a little ghost-like, though!!

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Posted : Friday, 08 December 2017, 15:50
rockford
Flappychick looks a little ghost-like, though!!

Yeah, to be fair I thought that too. What size sprite are you using for the main character. Would you be happy with some graphics input?
Posted : Friday, 08 December 2017, 17:07
rychan
I'm using two separate sprites stacked on top of each other with I think... 6 frames of animation total (2 head, 4 body). Knowing me, I'll likely change over to some sorta penguins at some point.

Should I have enough spare tiles I'll probably bung a character select along the way. Should have space for 4 of the lil blighters. With palette swaps for player 2.

I only have 128 tiles total to use here however as I'm planning on doing some 2 frame background animation by swopping the sprite tiles for the bkg ones, etc.

I agree btw, this tinified flappy chick is a bit ghosty


Here's my tileset I'm working with currently


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Posted : Friday, 08 December 2017, 17:31
rychan
Got started on the back just now, but time to sleep, busy day with kids tomorrow



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