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-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|450|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> C/C++/C#/Other -> Flap Happy and Fancy Free!

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Posted : Tuesday, 09 January 2018, 16:05
rychan
Yeah, I've got past my utter hate for it and just accepted it as a quick solution for me. At least for this year anyhow!

Getting those level names displayed on screen now, might have that done by midnight even, woo!

Yeah it is!

twitter.com/refreshgamesuk/status/950871711121117185

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Posted : Wednesday, 17 January 2018, 16:14
rychan
So, I have the platforms safely generating across all 256 levels but... they're all generated at the same time.

Not sequentially. Which is the new crux of the problem.

So, there's two ways I can tackle this.

Just generate one when it's needed which would be simpler to execute but risky as the guesswork invovled could push the CPU, depending on RNG

Pre-generate each one, store them in RAM and load up each one when it's needed. Probably the better solution actually now I think about it.

Just when you sort something out eh? Ha!



The ROM in it's current state is playable here if people are interested in it's current state.

flaphappyrom (.zip)

Press start to loop through each level, the other controls should be obvious. left, right, a to flap.

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Posted : Wednesday, 17 January 2018, 17:03
Jayenkai
Nice!
"Physics" feel spot on. You’ve done a grand job



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Posted : Wednesday, 17 January 2018, 17:09
rychan
Thanks Jay, that means a lot to me coming from you, it genuinely does!

It's still only just in the beginning stages when I look at everything I hope to add to it but, there's some challenge to some of the levels there (hopefully)

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Posted : Thursday, 18 January 2018, 09:45
rskgames
@rychan Played the rom in fceux-2.1.4a-win32-444 and then played Flappadiddle and had the same game feel. The canary wing flap is done very well. To fly had to use "F" key and not "A" key. Great work looking forward to the future versions.

@jeyankai Played Flappadiddle in a new computer with the same name thinking that I will not pollute the highscoreboard but ended with 2 same names. Managed to improve my hard mode score by 300 points.
Posted : Friday, 19 January 2018, 02:52
rychan
So many flaps!

Hopefully I'll get a good run on the code tonight, maybe play with the gravity for different modes, different enemy types, etc. Contemplating a moon level with appropriate styling and an underwater one with life saving air bubbles amongst other stuffs.

Oh no, does that mean I need to beat your score again @rskgames?

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Posted : Friday, 19 January 2018, 11:10
rskgames
I just beat only my previous hard mode high score. You still reign supreme.
Posted : Monday, 22 January 2018, 15:27
rychan
Mwahahaaaa!

Slightly unrelated, added some cheapo procedural backgrounds just now, weird thing is, I generate them after everything else! Ohhh layers, how I miss you!



Still, Looks pretty nice there

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Posted : Monday, 22 January 2018, 15:33
Jayenkai
Having layers in DS development was super-awesome.
Can't imagine trying to do "nice" without that ability!!

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Posted : Monday, 22 January 2018, 15:59
rychan
It is a bit tougher to figure out but boy does it feel nice when it's working!

DS Stuff was fun to play about with way back in the day when I didn't really 'get' c++

I think I managed a minesweeper clone and that was about it!

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Posted : Tuesday, 23 January 2018, 16:32
rychan
[think] I've fgiured something out tonight, need to code it in tomorrow though. nighttime ASM is bad ASM.

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Posted : Monday, 29 January 2018, 06:05
rychan
Managed to get platforms to spawn in one at a time now, yay!

twitter.com/refreshgamesuk/status/957420327784632327

More things to get done tonight. Scoring, lives, death-splosions, etc.

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Posted : Monday, 29 January 2018, 06:07
Jayenkai
Can't imagine "death-splosions" will be too easy to add!

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Posted : Monday, 29 January 2018, 06:10
Jayenkai
If it helps..

I'm currently thinking of using eggs as bonus items in "Flappadiddle Doo"
3 eggs scattered around the level.
Land on a platform for x points.
Land on a platform with 1 egg for 2x points.
Land with 2 eggs for 3x points.
Land with 3 eggs for 5x points.

The eggs will trail behind the player, but are smashable if they get struck by the flame-bars.

Bonus timer will be much more simple Per-Screen, rather than Per-Platform.

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Posted : Monday, 29 January 2018, 13:50
rychan
They shouldn't be too bad in theory really, just fewer particles is all I guess

That's cool re: eggs, makes sense also I was planning on power ups in a 2 player mode with players able to shoot flames from their mouths, then collect the roast chicken for BONUS POINTS!!!!

If wall chicken works for the belmont family then air chicken should be even more DELICIOUS!!

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Posted : Tuesday, 30 January 2018, 16:58
rychan
Yeah baby! (2.3Mb gif so I'll just link it)

twitter.com/refreshgamesuk/status/958489025316380672

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Posted : Wednesday, 31 January 2018, 07:54
rychan
Phew... played through all 256 dungeon levels today. Levels took on average 20-30 seconds to complete.

I've planned a scoring system to give 5 points per platform landed on, which goes up by 5 points for each one landed on until you reach 50 or die, resetting the counter.

The bonus timer will start off at 150 and go down by one each half second so there's a risk / reward thing going on as well as the combo bonuses from platforms.

The code weighs in at only 6kb so far, so I'm pretty sure I can cram more level types, etc in there without much of an issue.

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Posted : Monday, 05 February 2018, 16:35
rychan
Scoring system sorted out, next up, end level bonuses.

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Posted : Monday, 05 February 2018, 17:41
Jayenkai
\o/yeay\o/
Bonuses are fun
Posted : Tuesday, 06 February 2018, 02:45
rychan
One day I'll even get around to sound effects! Need to sort out things such as player deaths, level ending, etc first though.

Hopefully I'll get those bits done this week, then I'll start figuring out how to create desert, underwater, moon and other generated level variants next week. Ohh, maybe some palette fading would be cool also.... Mmmmm palette fading.....

SMEG! Gotta do the whole web work stuff 'n' tings

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Posted : Tuesday, 06 February 2018, 04:18
Jayenkai
Web work?
Posted : Tuesday, 06 February 2018, 04:28
rychan
Yeah, no spiders involved, just the day job refreshcartridges stuffs

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Posted : Tuesday, 06 February 2018, 15:38
rychan
animated the lil score doohickeys tonight, down with soe fluey type thing still, tomorrow is a prime day for getting more done! nn yall

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Posted : Wednesday, 07 February 2018, 17:19
rychan
Added some lil bits to indicate score death and, finally just 3 lives ( although it's a bit late and they don't update in the display currently)

The game now returns to the menu screen a-okay after you die, ready for the next game to begin.

flaphappy2018-02-08 (.zip)

Had a cool looking bug whilst getting the return to menu screen thing working, here's a linky to it

https://twitter.com/refreshgamesuk/status/961363457311428610

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Posted : Wednesday, 07 February 2018, 21:21
Jayenkai
LOL! Wobbly!!!
Earthquake mode for poor little Flappy!!!

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