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-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|448|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> C/C++/C#/Other -> Flap Happy and Fancy Free!

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Posted : Wednesday, 18 July 2018, 14:36
Jayenkai
Doesn't matter how you generate the levels, as long as the results are playable.
I think I tried too hard to generate based on code, and paths, whereas you're obviously "stamping" things down and then (i imagine) cutting out a path later. As a result, yours are looking WAY more like how you intended them to look!!! Mine are... Kinda mangled, if I'm honest.

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Posted : Wednesday, 18 July 2018, 16:47
rychan
But your levels seem to have a more unique structure to them as a whole, when compared to simply plotting down symbols.

The dungeon levels for example, seem to have yielded by far the more intesting results to me visually and gameplay-wise when compared to the egypt levels. I'm going to play with using a combination of the two methods for any remaining themes, just to mix things up a bit. I'm imagining using possibly wider tunnels with smaller, more frequent stamps could yield some interesting results!

|update| -=-=- |update|
That's tomorrows task now I reckon!

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Posted : Thursday, 19 July 2018, 16:16
rychan
Planned out some stuff for the underwater levels.



So, using something kinda like the dungeon levels but with shorter patterns, horizontally moving enemies, with occasional lurching forward motions.

The generation should result in 2 paths so the sharks should prove to be effective enemies.

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Posted : Thursday, 19 July 2018, 16:22
Jayenkai
Oooh!
Posted : Thursday, 19 July 2018, 16:26
rychan
This will probably be the last world I'll write up for the moment, so I can focus on getting the main game complete afterwards, ideally adding a 2 player vs mode towards the end (before September).

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Posted : Friday, 20 July 2018, 03:43
rockford
Looking betterer(tm) and betterer(tm)


Posted : Sunday, 22 July 2018, 15:59
rychan
Demo Level in action



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Posted : Sunday, 22 July 2018, 16:03
Jayenkai
Bird vs Shark! Who'd‘ve thunk it??!
Posted : Sunday, 22 July 2018, 16:08
rychan
I might need to bung a lil Divers hat on him ( and a space helmet) for the latter levels

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Posted : Thursday, 26 July 2018, 17:17
rychan
They're moving around way more fish -like now.



Just needs some sinosoidal vertical movement next.

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Posted : Thursday, 26 July 2018, 17:22
Jayenkai
Evil sharks!!
Posted : Friday, 27 July 2018, 01:35
rockford

Posted : Sunday, 29 July 2018, 10:15
rychan
Sorted out most the the stuff for the UNderwater levels and checked them all through to see that they are, y'know, beatable. Turns out they are, yay!

Will look into making level transitions tonight I think.

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Posted : Sunday, 29 July 2018, 10:23
Jayenkai
Nice!
Playtesting is fun

(Until you get sick of playing level one, over and over)

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Posted : Sunday, 29 July 2018, 10:59
rychan
I have 1,024 levels to go through in total

512 of them are definately safe though now. Need to tinker with the egypt and space levels

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Posted : Monday, 30 July 2018, 17:36
rychan
Added some fade-in transitions for each level load tonight, fade out should be easy to sort out tomorrow I hope!

|edit| Sorted it! |edit|

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Posted : Tuesday, 31 July 2018, 03:20
Jayenkai
Hurray for fading!!
I imagine that was hard when having to deal with limited palettes.

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Posted : Tuesday, 31 July 2018, 05:23
rychan
Not too tough once I'd found a way around it.

Remembering about the Non Maskable Interrupt on each frame is really handy, that and being able to wait for each VBlank maskes it possible.

One month to go until it all needs to be completed and I reckon I'll spend tonight getting some sort of list of Levels for easy, normal and hard modes cranked out. Maybe some updates to the menu screen to allow for mode selection.

Still got ~20kb of ROM space free for music, credits, endings, etc.

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Posted : Tuesday, 31 July 2018, 15:29
rychan
Gonna add some bouncy fruit to each level for bonus chalenge items. Just one per level but getting three in a row will result in more extra lives ala mario 3. Just a lil pong-esque thing which will flip between cherries, melon and apples.



Not the easiest things to do with a tiny palette and so few pixels but they look alright.

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Posted : Tuesday, 31 July 2018, 16:27
Jayenkai
Really cramming everything in, now!!!
Go for it

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Posted : Tuesday, 31 July 2018, 17:01
rychan
Quickie Zoomed in flappy, possibly for the ending, with some animation, dunno, might be cool to see the lil boidy running through the zones.



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Posted : Tuesday, 31 July 2018, 17:03
Jayenkai
LOL!
Posted : Tuesday, 31 July 2018, 17:24
rychan
PPU Status - not many tiles to spare but...probably enough of them!



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Posted : Sunday, 19 August 2018, 16:29
rychan
Flap Happy has a new logo and there's boxart going into design and production!



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Posted : Sunday, 19 August 2018, 16:49
Jayenkai
Oooooh!
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