-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|538|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> C/C++/C#/Other -> Flap Happy and Fancy Free!

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Posted : Thursday, 14 December 2017, 02:19
rychan
Added the flame wheels last night, spent most of the day looking after Layla instead which was lovely, just hope she's (and the rest of us) are all better before Chrimbo.

I have put in the platforms as background tiles whilst testing and they sort of work but need some sorta fixing to prevent the "bobbling" effect on them.

Might bung some death-splosions in there tonight also

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Posted : Thursday, 14 December 2017, 15:25
rychan
Easy modes - got the sprite collisions set-up, onto positioning the platforms now.

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Posted : Thursday, 14 December 2017, 15:47
Jayenkai
Woohoo!!
Sounds like it's all coming together.

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Posted : Thursday, 14 December 2017, 15:50
rychan
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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Posted : Thursday, 14 December 2017, 16:55
rychan
I think I need to tinker with the level generation, you were right Jay, it is way too tough

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Posted : Thursday, 14 December 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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Posted : Sunday, 17 December 2017, 17:33
rychan
Platforms Get!



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Posted : Monday, 18 December 2017, 01:09
rockford
Looking great
Posted : Monday, 18 December 2017, 05:45
rychan
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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Posted : Monday, 18 December 2017, 06:12
Jayenkai
Or you could add an endless scrolling mode..!!
Posted : Monday, 18 December 2017, 09:19
rychan
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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Posted : Monday, 18 December 2017, 09:44
Jayenkai
I was thinking "Flappadiddle Too" had a nice ring to it!

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Posted : Monday, 18 December 2017, 17:12
rychan
Another small update tonight, invulnerability when landed is now a thing. Got distracted by t'other stuffs

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Posted : Tuesday, 19 December 2017, 05:22
rychan
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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Posted : Tuesday, 19 December 2017, 05:57
Jayenkai
Blimey, Levels!
And multiplayer, too??!

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

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Posted : Tuesday, 19 December 2017, 06:18
rychan
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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Posted : Tuesday, 19 December 2017, 06:34
Jayenkai
Woohoo!
Posted : Tuesday, 19 December 2017, 17:53
rychan
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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Posted : Friday, 22 December 2017, 05:40
rychan
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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Posted : Friday, 22 December 2017, 06:21
Jayenkai
Maybe have different shapes for different "worlds"?
That might work well, yeah!

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Posted : Friday, 22 December 2017, 06:36
rychan
Aye, that's the plan
Posted : Friday, 29 December 2017, 17:34
rychan
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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Posted : Friday, 29 December 2017, 17:49
Jayenkai
It really is a fun game once you get it going!
Posted : Tuesday, 09 January 2018, 14:27
rychan
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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Posted : Tuesday, 09 January 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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