123
-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|119|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> C/C++/C#/Other -> Flap Happy and Fancy Free!

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Thu, 14 Dec 2017, 15:25
cyangames
Easy modes - got the sprite collisions set-up, onto positioning the platforms now.

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Web / Game Dev, occasionally finishes off coding games also!
Thu, 14 Dec 2017, 15:47
Jayenkai
Woohoo!!
Sounds like it's all coming together.

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Thu, 14 Dec 2017, 15:50
cyangames
Yeah, it is, slowly slowly, but I've only had a lil bit of time now and then this week to code, so , yeah, commenting better than usual in the code

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Thu, 14 Dec 2017, 16:55
cyangames
I think I need to tinker with the level generation, you were right Jay, it is way too tough

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Web / Game Dev, occasionally finishes off coding games also!
Thu, 14 Dec 2017, 17:33
Jayenkai
LOL!
Good luck getting the balancing right. Just find the right "feel" and try to work around that.

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Sun, 17 Dec 2017, 17:33
cyangames
Platforms Get!



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Mon, 18 Dec 2017, 01:09
rockford
Looking great
Mon, 18 Dec 2017, 05:45
cyangames
The game code so far is still just under 4kb. I have 32kb available to me in total. Might attempt to put a hidden lil shmup game in there should the correct combination of keys be bunged in the title screen or something.

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Mon, 18 Dec 2017, 06:12
Jayenkai
Or you could add an endless scrolling mode..!!
Mon, 18 Dec 2017, 09:19
cyangames
Ahh, scrolling. Yeah, scrolling will be something I'll consider in a couple of games time to be honest. It is something I'm going to figure out how to do (with appropriate collisions) later on. But this game doesn't quite require that. Unless perhaps a sequel?!

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Mon, 18 Dec 2017, 09:44
Jayenkai
I was thinking "Flappadiddle Too" had a nice ring to it!

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Mon, 18 Dec 2017, 17:12
cyangames
Another small update tonight, invulnerability when landed is now a thing. Got distracted by t'other stuffs

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Tue, 19 Dec 2017, 05:22
cyangames
Right, so, as there's going to be multiple levels 'n' stuff I figured it'd be nice to give each one a name, basedon it's starting seed, world type and difficulty, using the following set-up:




It might make it easier for people to remember and pick their favourites for multiplayer battles also this way I reckon.

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Tue, 19 Dec 2017, 05:57
Jayenkai
Blimey, Levels!
And multiplayer, too??!

Sounds hard to have to type some of those in, mind...

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Tue, 19 Dec 2017, 06:18
cyangames
Levels, but only in the sense of different tilesets, enemy patterns and (possibly) generation methods.

It'll be tough to do but I'm aiming to make it as complete as I can within the space available.

Minimalism FTW!

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Tue, 19 Dec 2017, 06:34
Jayenkai
Woohoo!
Tue, 19 Dec 2017, 17:53
cyangames
Bit of code refactoring and other landable platforms added tonight.





Started writing up a text for ASM convertor in PHP for the level names but just got a bit too tired now, nn all

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Fri, 22 Dec 2017, 05:40
cyangames
Think I've stumbled upon some other possibilities for proc genning other level variants with their own unique styles.

Mostly by generating shapes as offsets in code, then blitting them onto the background ram sporadically, with other elements to join them all together.

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Fri, 22 Dec 2017, 06:21
Jayenkai
Maybe have different shapes for different "worlds"?
That might work well, yeah!

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Fri, 22 Dec 2017, 06:36
cyangames
Aye, that's the plan
Fri, 29 Dec 2017, 17:34
cyangames
Keep getting distracted by playing the damn thing when I'm coding it now, gahhh!! (I guess this is agood problem to have)

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Fri, 29 Dec 2017, 17:49
Jayenkai
It really is a fun game once you get it going!
Tue, 09 Jan 2018, 14:27
cyangames
Yup indeedy!

I've also re-started up my blog this year now and got a lil task list written up for me for this week, should be good.

Decided to leave it with wordpress for the moment, I just don't get the sapre time I used to nowadays. Certainly not enough time to code up a whole CMS again anyway.

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Tue, 09 Jan 2018, 14:45
Jayenkai
Yeah, Wordpress is more than adequate for most cases.
The only reason I ended up doing a rewrite of AGameAWeek, was because I found myself barely using Wordpress’s functionality beyond basic blogging.
Seemed a waste!!

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Tue, 09 Jan 2018, 16:05
cyangames
Yeah, I've got past my utter hate for it and just accepted it as a quick solution for me. At least for this year anyhow!

Getting those level names displayed on screen now, might have that done by midnight even, woo!

Yeah it is!

twitter.com/refreshgamesuk/status/950871711121117185

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Wed, 17 Jan 2018, 16:14
cyangames
So, I have the platforms safely generating across all 256 levels but... they're all generated at the same time.

Not sequentially. Which is the new crux of the problem.

So, there's two ways I can tackle this.

Just generate one when it's needed which would be simpler to execute but risky as the guesswork invovled could push the CPU, depending on RNG

Pre-generate each one, store them in RAM and load up each one when it's needed. Probably the better solution actually now I think about it.

Just when you sort something out eh? Ha!



The ROM in it's current state is playable here if people are interested in it's current state.

flaphappyrom (.zip)

Press start to loop through each level, the other controls should be obvious. left, right, a to flap.

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