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

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Posted : Wednesday, 21 February 2018, 07:16
Jayenkai
Woohoo!!
Posted : Thursday, 22 February 2018, 16:30
rychan
Onwards we must flap across Egypt!



So, this set will use Rng in a different way to generate the dungeon levels to allow for more variance and have homing and retreating snakes to keep you on your toes!

Ohh, I should probably have a chance to generate a pyramid of spikes on the map also somewhere in the code,heh!

Just a preview image so far, gives me my target to aim for

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Posted : Thursday, 22 February 2018, 17:13
Jayenkai
Hurray for themes!!
Wasn’t sure you were going to add them, but it¡s good to see that you still are

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Posted : Thursday, 22 February 2018, 17:15
rychan
I did ponder if they were going to make the cut and yes. yes they do indeed! Haven't decided on what sort of character to draw for each zones boss enemy but I'm sure that'll come soon.

Not sure if I mentioned it before but, as the levels are fixed I could see some potential for speedrunning. I may even add a form of speedrun % formats closer to completion whenever that may be!

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Posted : Friday, 23 February 2018, 02:04
rychan
So, let some of the peeps from work have a play, none of them beat the first level. Which means I'll need to stagger the difficulty by plucking specific levels for an adventure mode then I guess.

Still, people wanted another go, so thats cool

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Posted : Friday, 23 February 2018, 06:23
rychan
So I don't forget. 1'st boss, some sorta dragons head that rises up from the bottom of the screen then spits out an arc of fire towards the player, hangs around for a bit, then hides away.

Works with the dungeon theme also kinda

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Posted : Friday, 23 February 2018, 18:19
rychan
Added some sound effects and began the addition of egypt levels tonight, feels pretty good

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Posted : Sunday, 25 February 2018, 16:03
rychan
The Egypt Levels are in progress in now , had to restructuring the code to handle multiple worlds tonight including diffrent palette, tileset differences. Next up different level generation gubbins. Ohh and then those snakes.



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Posted : Saturday, 03 March 2018, 12:59
rychan
There we go, some scarily tough levels ahead.

I'll need to adjust the percentage chance for patterns to assist this ones difficulty curve that for sure, also, no snakes yet.



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Posted : Saturday, 03 March 2018, 13:03
Jayenkai
Really looking forward to playing this
Posted : Saturday, 03 March 2018, 13:25
rychan
Yuh huh, me too although I keep getting distracted! Kids, Snow, Pokemon, Weeb stuff, the usual

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Posted : Monday, 05 March 2018, 16:00
rychan
Those flashing platforms of joy are now in place



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Posted : Monday, 05 March 2018, 16:44
rychan
And to finish up tonight, A quick mock up of the moon levels with their own flavour, gonna re-use some they are everywhere sprites in this one. I need to port that to NES after this game's ready I reckon.



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Posted : Monday, 05 March 2018, 17:04
Jayenkai
Eeek!
Posted : Friday, 09 March 2018, 02:13
rychan
Sorely tempted to add some particle effects with the remaining sprites. I'm not using many of them at all currently out of the 64 available.

We'll see what happens this wekeend.

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Posted : Friday, 20 April 2018, 03:05
rychan
Quick post to say that this project is still alive

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Posted : Friday, 20 April 2018, 03:11
Jayenkai
Cake!
Posted : Friday, 20 April 2018, 03:16
rychan
Biscuits!

Ohhhh... confectionery.... that's theme-able XD Must err... do some research!

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Posted : Thursday, 12 July 2018, 16:03
rychan
See. Not dead!


Started the actual generation of the space levels tonight, will work some more on that and the enemies tomorrow & this weekend.



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Posted : Wednesday, 18 July 2018, 10:05
rychan
Re-jigging the space levels in an attempt to make everything less blocky yet still completable over the blocky layout of the egypt levels.

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Posted : Wednesday, 18 July 2018, 10:09
Jayenkai
Your worlds are much more worldly than mine were!! #WellJeal

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Posted : Wednesday, 18 July 2018, 14:15
rychan
I feel like I'm doing them much more on the cheap in terms of coding for Space and Egypt.

Placing symbols randomnly is wayyy easier that path generation when it comes to code in ASM. It helps that I have written a simple lil tool I made to convert them from photoshop into asm code.

Hoping to have this game finished off by the end of August.

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Posted : Wednesday, 18 July 2018, 14:36
Jayenkai
Doesn't matter how you generate the levels, as long as the results are playable.
I think I tried too hard to generate based on code, and paths, whereas you're obviously "stamping" things down and then (i imagine) cutting out a path later. As a result, yours are looking WAY more like how you intended them to look!!! Mine are... Kinda mangled, if I'm honest.

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Posted : Wednesday, 18 July 2018, 16:47
rychan
But your levels seem to have a more unique structure to them as a whole, when compared to simply plotting down symbols.

The dungeon levels for example, seem to have yielded by far the more intesting results to me visually and gameplay-wise when compared to the egypt levels. I'm going to play with using a combination of the two methods for any remaining themes, just to mix things up a bit. I'm imagining using possibly wider tunnels with smaller, more frequent stamps could yield some interesting results!

|update| -=-=- |update|
That's tomorrows task now I reckon!

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Posted : Thursday, 19 July 2018, 16:16
rychan
Planned out some stuff for the underwater levels.



So, using something kinda like the dungeon levels but with shorter patterns, horizontally moving enemies, with occasional lurching forward motions.

The generation should result in 2 paths so the sharks should prove to be effective enemies.

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Posted : Thursday, 19 July 2018, 16:22
Jayenkai
Oooh!
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