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Socoder -> Site & Server -> Mind Poke - November 2022

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Posted : Thursday, 24 November 2022, 01:56
rychan
Funnily enough that's exactly the routine I'm using

I just need to ensure they don't wrap outside of the screen as that's where issues appear.

Plan tonight is to sort that issue out and distribute the pick ups randomnly into quadrants on the screen as opposed to just somewhere on there, again using a little CPU / bytes as possible, becuase I dunno, why not.

Planned gameplay loop is that to progress from level to level you must collect the 6 parts of the icon which join together at the top of the screen when collected, which would then add an enemy type / introduce goo launching enemies / other enemy types.

The RNG on the homing pattern really helps to reduce the case where you could end up with 8 or more sprites on a scan line but I'm probably going to have to add displaying shots every other frame or something to it in order to limit the issue.

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Posted : Thursday, 24 November 2022, 14:20
rychan
Power ups are looking much nicer, each one is in it's own section in the level now.



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Posted : Thursday, 24 November 2022, 16:48
rychan
Not sure why this way such a pain to sort out, although, at least it's fixed now, the enemies seem to go from passive to aggressive which is kinda neat, unintended, but neat.


View on YouTube

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Posted : Thursday, 24 November 2022, 16:58
rychan
Tomorrow night I guess I'll add shooting for the player, likely just single shot due to time contstraints and maybe collisions and the opportunity for enemies to explode should they get shot as a corpse, expect bullet flickering!

That and better initial enemy placement.

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Posted : Thursday, 24 November 2022, 17:42
Jayenkai
Gosh, that's come along really well!!
You'll be doing AGameAWeek-NES, soon

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Posted : Friday, 25 November 2022, 01:34
rychan
Hahaha, probably not that quick but, well, we shall see. Aiming to have this done by Tuesday night

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Posted : Saturday, 26 November 2022, 14:01
rychan
Begun adding a title screen today, might have that finished by the end of tonight, possibly taking monday off as I just really want to finish this before wednesday now, hahaha!

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Posted : Saturday, 26 November 2022, 16:18
rychan
Title screen is pretty much done now, with a lil text scorller at the bottom to boot

Back to the game loop tomorrow.

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Posted : Saturday, 26 November 2022, 16:25
Jayenkai
Woohoo!
Looking forward to playing this!
... because, bloody hell, have I seen more than enough SpikeDislike, this month!!!

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Posted : Saturday, 26 November 2022, 16:35
rychan
(ports Spike Dislike to the NES)

Hahaha, nooo, not this week anyway

So, the title screen is more designed around being something for a friend of mine who is getting into buying and selling retro games in his shop nearby. but, with a few simple graphical tweaks could be set to whatever it needs to be, which is kinda cool.

I kinda wanna make some more games like this, easily tweakable to almost be able to be gifted to others, ideally in cartridge form.

Pic in the link : twitter.com/refreshgamesuk/status/1596638193536868353/photo/1

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Posted : Saturday, 26 November 2022, 17:12
Jayenkai
That's a lovely idea!
.. Assuming they have a NES, though!

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Posted : Sunday, 27 November 2022, 13:01
rychan
They have one, on the shop floor, with Mario on it I've said to them that they should make sure it's there on wednesday

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Posted : Sunday, 27 November 2022, 14:17
Jayenkai

Souper!!
Posted : Monday, 28 November 2022, 14:59
rychan
Added pause and single shots with recoil, I doubt this will be done in November :/

|edit| Made it 3 shots on the screen. |edit|

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Posted : Monday, 28 November 2022, 15:46
Jayenkai
You've still got two days left!
Good luck!!
Posted : Monday, 28 November 2022, 16:29
rychan
I wish I did!

Tomorrow is full with work and social commitments and, well, Wednesday is going to be a case of waking up hella early I imagine.

Either way, we are here currently:


View on YouTube

The bar at the top is an indicator as to how much CPU is being used per frame.

Even if I'm not finished by end of wednesday, I'll have it ready by next wednesday I reckon.

The title loop looks like this currently but can be quickly replaced. THe flashing isn't there on the emulator which is odd.


View on YouTube

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Posted : Monday, 28 November 2022, 16:46
Jayenkai
Arrgh! The flicker!!!!
Good luck getting it sorted.

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Posted : Monday, 28 November 2022, 16:50
rychan
Thanks, I've just started making the sound code from flap happy into an includable file to make things a little bit simpler. it might sound familiar come wednesday but it is what it is

Up early tomorrow morning then hopefully to add some sound effects in there and add collisions for the pick ups.

Wwednesday it'll be a case of adding levels, enemy explosions and making that score board at the top all work..... golly!

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Posted : Monday, 28 November 2022, 17:21
Jayenkai
D'you need music doing?
Posted : Monday, 28 November 2022, 17:31
rychan
Maybe

I'm just using the lunar theme from flap happy for the moment, with the swtch theme applied to the main game screen it should fit together better. But yeah , snooze time now

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Posted : Tuesday, 29 November 2022, 00:34
rychan
added a quick shot and game start sfx this morning

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Posted : Tuesday, 29 November 2022, 14:43
rychan
So I showed the demo tonight, James was pretty happy about it, gonna carry this project through another week and see where I end up.

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Posted : Tuesday, 29 November 2022, 14:52
Jayenkai
\o/yeay\o/
Posted : Wednesday, 30 November 2022, 04:18
rychan
added icon / pickup collisions

added the round timer / bonus

next stop, scoring.


added scoring and a bonus to the flashy pickups, gonna add some sorta drone that spirals around each pick up to toughen the game up a bit.

the electrodes now charge up and fire

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Posted : Wednesday, 30 November 2022, 15:21
rychan
Unfinished but it looks promising:


View on YouTube

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Posted : Wednesday, 30 November 2022, 15:59
Jayenkai
Congrats!!! I 'ant dun nuffin for this month's MindPoke..

> Reveal 🔎

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