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Socoder -> C/C++/C#/Other -> Bee Happy Progress Thread

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Posted : Wednesday, 21 April 2021, 15:53
rychan
Sorted out another part of the opening screen tonight, mainly the smooth scrolling, along with lots of teeny tiny bees!

https://twitter.com/refreshgamesuk/status/1384988391687823360

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Posted : Thursday, 22 April 2021, 02:02
rockford
The world needs more bees.
Posted : Thursday, 22 April 2021, 10:51
rychan
Getting there.


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Posted : Thursday, 22 April 2021, 10:55
steve_ancell
Looking good mate.
Posted : Thursday, 22 April 2021, 13:40
Jayenkai
Neat! And parallaxed to boot
Posted : Sunday, 25 April 2021, 17:06
rychan
Just finished a coding stream on twitch.tv/rychanwr3

Somehow Ididn't get frustrated at silly bugs either. Crazy stuff!

refreshgames.co.uk/2021/04/26/transitions-to-game-screens/


Might try another one tomorrow night.

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Posted : Monday, 26 April 2021, 16:34
rychan
Talking while coding is tough, but I manged a couple hours tonight and, more importantly, got the flower field working tonight after many bugs and stuff... it was tougher than I thought to bee honest...

refreshgames.co.uk/2021/04/26/level-loads-and-a-field-full-of-flowers/

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Posted : Monday, 26 April 2021, 17:13
Jayenkai
Hurray!
Congrats on your twitching, too, btw.
Are you getting many viewers?

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Posted : Monday, 26 April 2021, 17:14
rychan
1 or 2.. ha! but it's a fun lil challenge I guess.

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Posted : Monday, 26 April 2021, 17:23
Jayenkai
Sounds fun. I'd try it myself, but today's coding mostly consisted of staring at static debug outputs!!

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Posted : Wednesday, 28 April 2021, 16:09
rychan
Successfully added more level elements to Bee Happy during tonights stream. Had to squeeze a lot into some tight timings mind! #NESDev #GameDev

https://refreshgames.co.uk/2021/04/28/hives-and-hedges/


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Posted : Thursday, 29 April 2021, 02:20
rockford
Looking better and better.

I have to say that the transition from titlescreen to the drawing of the level is a bit jarring (especially seeing as there is a bit of dirt/something down there already). If you actually had the screen itself drawn and scrolled it up it would look much smoother.

But looking like a really sweet game (pun intended).
Posted : Thursday, 29 April 2021, 03:34
rychan
Yeah ,that would be a good thing to sort out, the dirt bit down there is a mis-coloured cloud that somehow escaped the data writing over.

I think I'm gonna attempt to get background collisions working tonight. Pre-calc the tiles in the main game loop then check during the lil NMI period.

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Posted : Thursday, 29 April 2021, 03:40
Jayenkai
Probably not something you should be focussing on, until you've got the rest of the game fully functional. You don't want to run out of memory or something because you've used it all up on the titlescreen!

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Posted : Thursday, 29 April 2021, 03:45
rychan
Aye, this game is going to be a bit tougher on the hardware than Flap Happy to be sure. The next steps will be functionality along with a level designer for me, prolly written in PHP

I know I'm jumping ahead of myself here but I'm intent on there being a "Happy" trilogy for the NES, just not sure what will go for a title for the 3rd one, ha!

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Posted : Thursday, 29 April 2021, 03:57
Jayenkai
"Trip Happy" where the trip-hop beat makes you move your feet.
"Over Happy" where you need to keep floating over the dangers below.
"Hella Happy" where the player has to escape from hell.

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Posted : Thursday, 29 April 2021, 04:22
rychan
"Flipping Happy"

Either a pinball game or some sort of jump / flip movement, perhaps flip between worlds / planes, etc?

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Posted : Thursday, 29 April 2021, 05:59
rockford
Crappy Happy. It can be as shit as you want!
Posted : Thursday, 29 April 2021, 06:28
rychan
Ha!
Posted : Sunday, 02 May 2021, 17:00
rychan
Apologies for the lack of updates, been down with food poisoning again since "treating myself" to a curry on friday night. Thankfully feeling better again now, hoping to get a bit further tomorrow / tuesday with more collision mapping stuffs

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Posted : Monday, 03 May 2021, 16:00
rychan

View on YouTube

Made it somewhere with the background collisions, although sometimes they bug out and only remove some of tiles I'm requesting.... or extra ones

Hedges now slow player movement by 50% also.

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Posted : Monday, 03 May 2021, 16:12
Jayenkai
Looking great, even when it only removes half a flower.
.. would drawing half-sized flowers be cheating??

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Posted : Monday, 03 May 2021, 16:28
rychan
Thanks Jay

Heh, yeah, I'd consider it cheating personally to bring it down to a single 8x8 tile. It'd spoil the look of it really.

I'm not sure how it's deciding to remove the wrong tiles though. I'm having to pre calc the tile address at the end of one frame, before the VBlank, after the player movement for that frame is calculated, read it into RAM during vBlank.

Then, at the start of the next frame determine my action based upon the bkg tile the player is over, before the players position data is updated.

I've only got time to write to ~24 tiles before i end up corrupting the VRAM during vblank which makes things super tight.

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Posted : Tuesday, 04 May 2021, 04:19
rockford
Are the flowers positions in an array? If so, I guess that your maths is slightly out. If not why are you not using arrays!

That's looking really nice (and busy) BTW
Posted : Tuesday, 04 May 2021, 05:41
rychan
Not exactly. They are in ROM and VRAM, but, yeah, you've got a point there Rockford, I might have over-complicated things by performing operations across frames and perhaps relying too much on my limited VRAM access.

Sooo, that's given me an idea.

I could retry copying the Level ROM which pertains to flower data into RAM from $0300 to $037F and iterate through that as an array instead, just need to change how I calculate the bee position which should be pretty easy, removes a bunch of now unnecessary code also.

Thanks

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Posted : Tuesday, 04 May 2021, 05:48
rockford
Arrays make life soooo much easier in grid based systems like this. Whether it's drawing the map, checking for collisions or pathways, or anything else - everything's easier, quicker and uses less code.
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