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

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Posted : Tuesday, 23 June 2020, 12:56
rockford
Hurray for work!!

Hurray for annual leave coming soon... Some of us haven't stopped and it's just got busier and busier
Posted : Tuesday, 23 June 2020, 15:13
rychan
I'm looking forward to taking a break from work also sometime, work at work hasn't stopped either!

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Posted : Monday, 29 June 2020, 09:01
rychan
So, pricing updates on printing the boxes.

50 Boxes - £55
100 Boxes - £65

On 400gsm silk card which is pretty much as close as I'm gonna get, it does feel pretty damn close also.

I'll probably go for the hundo next month or the one afterwards just so if I make a few errors, I have some spares.

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Posted : Tuesday, 30 June 2020, 03:59
rockford
For an extra tenner, the hundred definitely sounds like the better option. Also I'm pretty sure you'll be able to sell 100 copies of the game (if you don't make any mistakes )
Posted : Tuesday, 30 June 2020, 04:25
Jayenkai
That means having to do 100 carts to go with it, though.
Could you do 100 carts?!

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Posted : Tuesday, 30 June 2020, 04:42
rychan
Over time, sure.

I'm not spending a penny until the game is all complete and running off it's own cartridge mind

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Posted : Tuesday, 30 June 2020, 04:48
rockford
Yeah, no point in jumping the gun.

How close do you think you are to running on actual cartridges and hardware?
Posted : Tuesday, 30 June 2020, 04:52
rychan
Pretty close, I'm still waiting on a friend to confirm it works on their NES currently.

Am bidding on a couple of consoles on ebay so I can test things out myself again also!

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Posted : Tuesday, 30 June 2020, 05:16
rockford
I did this for the GP2X and Pandora before I got them poth. I vowed never to do that again!

Developing for a console you don't own is incredidbly difficult, as you are relying on others to test things. Any issues that come up (or not) may not be noticed/communicated effectively or understood.
Posted : Tuesday, 30 June 2020, 07:00
rychan
Yeah, I really shouldn't have broken mine while testing a month ago! Still, just got paid, will be able to afford a replacement console now

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Posted : Thursday, 09 July 2020, 15:50
rychan
Through all of this, the worst feeling is when I bung a soldered cartridge into a console and all I get back is a black screen. There's no way to debug it that I know of. Much frustration.

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Posted : Thursday, 09 July 2020, 16:33
Jayenkai
Ugh. I can't imagine how frustrating that must be, not knowing if the black screen is a dodgy rom, a dodgy connection or, god forbid, another fried system.
Hope you can get it working, soon.

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Posted : Wednesday, 22 July 2020, 15:00
rychan
Been having a big ol tidy up today and found this in my laptop bag!



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Posted : Wednesday, 22 July 2020, 16:02
Jayenkai
"No No No No No"!!!
Posted : Wednesday, 22 July 2020, 16:11
rychan
Yeah, those ones were dupes of other levels essentially.

My PRNG isn't so random I guess!

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Posted : Wednesday, 22 July 2020, 16:15
Jayenkai
Aye, random numbers can suck, sometimes!!!
One thing I tend to do is a batch of r=rnd(0,1), looping the same number as the level number, after the seed, to help push the generator from its base.

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Posted : Wednesday, 22 July 2020, 16:43
rychan
I can't quite remember what I'm using to create randomness in the levels but it's using the level number as the initial seed, then changing it each time based on it's previous state and applying rules to each change, rotating bits, adding 1, playing with a multiplier, etc, etc. Not really random but good enough for this case which was to generate the levels consistently.

The other randomizer I'm using starts at zero then changes each frame based on a few select memory addresses combined with the players input on each frame but that's going to be used for level selection as opposed to level generation.

In retrospect I could have gone for a 16-bit seed instead of just 8-bit for a better range but it would have added way more into the coding at that point in time.

I do miss RND but it was fun making my own version, however flawed it may be.

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Posted : Wednesday, 02 September 2020, 14:42
rychan
Got all the music I can safely fit integrated into the game tonight.

Found some bugs with it this morning, accidentally labelled some data in the wrong position... apparently E's look like 3's sometimes. I'll never be an accountant!

Made some tweaks to the music player so I have better control over tempo which will be handy should I decide to do multi-region stuff as well as just in general.

7179 bytes remain.

I think for the sake of my own sanity I'm removing the auto-generated difficulty scales and sticking to fixed levels. It'll use less data (1024 bytes in total) and stop me from playtesting through each and every remaining level so, this sounds like a good way to allow a set structure. There's always endless / random mode available for people so, that's fine. It brings me much closer to the coding endpoint with this game and will probably be better for replayability in general.

If I end up with 4kb spare I might be able to add the drum tracks also, which would be great but there's only a few areas of memory that are both blank and long enough to use so I can't promise anything on there.

Possibly some space for texty easter eggs in the code but, I'm aware I'm near the limits in terms of space available.

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Posted : Thursday, 03 September 2020, 03:47
Jayenkai
That sounds incredibly tight! Hope you can fit everything in that you need.

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Posted : Thursday, 03 September 2020, 16:50
rychan
Been feeling way better after the bath tonight, so gave some attention to flap happy, fixed some bugs, moved some memoy around so it's a little better organised and got a whole bunch of levels chosen for each mode.

Made certain that the music doesn't restart when going from one level of the same type to the next one, so there's more chance to hear the full loop.

7,027 bytes remain and I can't beat easy mode...

Maybe you can though? Although the ending isn't in place in these builds, if you get past 16 levels congratulations are in order though!

2020/36/flaphappy030920 (.zip)

Good Luck

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Posted : Friday, 04 September 2020, 15:21
rychan
Got the ending in place so it jumps to it after the last level and then back to the title screen afterwards.

Although I've been reminded by how buggy it is with my sprite 0 code for some reason, it makes the frames a bit jumpy and that's no good!

6935 bytes remain and I can now beat easy mode! (occasionally)

I might start easier modes with a couple more lives or just go default 5 lives across the board.

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Posted : Friday, 04 September 2020, 17:01
Jayenkai
Oops, sorry. Forgot I was supposed to be playing this..
Will do in a jiffy.

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Posted : Friday, 04 September 2020, 17:32
Jayenkai


It really is quite hard, even on Easy!! I can barely make it halfway through level 3!!

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Posted : Saturday, 05 September 2020, 13:22
rychan
Yup, gonna up the starting lives to 5 instead of 3 tonight then.

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Posted : Tuesday, 08 September 2020, 01:58
rychan
Looks like my sprite zero scrolling code is causing a glitch in the ending credits. Feels a bit frame ratey.

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Posted : Tuesday, 08 September 2020, 02:51
Jayenkai
"Frame ratey"?
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