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-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|398|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> C/C++/C#/Other -> Flap Happy and Fancy Free!

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Posted : Tuesday, 21 August 2018, 02:15
rychan
Boshed together the instruction manual last night, seems pretty good, needs some tweaks though (nips).

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Posted : Friday, 24 August 2018, 16:31
rychan
Well, that's all sent off to them now, just need to finish the actual game off now!

Then start converting my gameboy game I started on to the NES.



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Posted : Tuesday, 28 August 2018, 12:56
rychan
Tidied up the code a bit and got started picking the levels for each mode, except the random, endless mode, summary below:

  • Easy (less, slower enemies)
  • Medium (normal speed enemies)
  • Hard (normal speed enemies, tougher levels)
  • Hardest (as above but with the toughest levels only)
  • Endless (Each level is randomly selected and, as implied, there's no end)
  • Single Stage (A single stage select with number of frames taken displayed in the results)


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Posted : Tuesday, 28 August 2018, 13:18
Jayenkai
Oooh, I do like the sound of a time trial mode!
Kewly!

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Posted : Tuesday, 28 August 2018, 14:25
rychan
Aye, I was hoping to make it somewhat appealing to speedrunners, the NES is still a popular system for speedrunning so, it makes sense to include it.

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Posted : Monday, 24 September 2018, 05:33
rychan
Well, it's been almost a month since I last updated this thread, mainly due to September blessing me and the family with a whole bunch of illnesses which I'm just about over now.

However, I began coding the ending the other night, it's been a very very long journey for getting this game getting ready but after this bit all that's left is the music and the stage select mode then it's ready to launch!

Here's hoping October will be a better month for coding for everyone!

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Posted : Tuesday, 25 September 2018, 15:24
rychan
Aaand Finished!

Coding up the EPOS System for work... gotcha

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Posted : Tuesday, 25 September 2018, 15:33
Jayenkai


One task down, now you'll have oodles more time to work in the game!!!!!

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Posted : Wednesday, 03 October 2018, 07:23
rychan
Wrote a list fo stuff to fix today including the overlooked stuff,

namely pausing the game!

fixed a couple of graphical glitches, now deciding on how best to do the power-up collisions and what effects they should have on the player.

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Posted : Sunday, 07 October 2018, 15:44
rychan
Aaand downed with another bug since thursday..... ended up having to take a 2 hour nap at work just to get through the day, starting to get better again now though but...geez, I just want to be healthy enough to code this game up!

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Posted : Monday, 29 October 2018, 16:27
rychan
Oh my god it's been nearly a year, on and off and I'm finally getting round to music, haha!

Just found a frequenct list for the NES, gonna see if I can plug it into my gameboy music generator tonight and tomorrow to get some results.

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Posted : Monday, 29 October 2018, 16:58
Jayenkai
I'm sure the time's been worth it!
Keep going! You can do it!!

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Posted : Tuesday, 30 October 2018, 03:13
rychan
Thanks for the words of encouragement Jay

Found a note list last night, hoping ot plug it in tonight after work

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Posted : Thursday, 01 November 2018, 06:22
rychan
Despite having wednesday off work I only just managed to transpose the notes over from my deflemask to gameboy so they should cater for nes also...

But, it's a step in the right direction, will test out a scale or two tonight perhaps to get started proper.

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Posted : Monday, 05 November 2018, 06:21
rychan
Okay, kinda getting there, managed to get some form of rendition of the megaman 2 stage selected jingle to be played. Albeit just using one channel from the 4 available. Will need to find a good way to play from all channels pretty soon though. Maybe tonight if I catch up on sleep the moment I get home.

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Posted : Tuesday, 01 January 2019, 15:50
rychan
Had a go through my audio stuff tonight, actually got some form of a tune going through one channel now.

Halfway through the second channel also, yay!

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Posted : Tuesday, 01 January 2019, 17:11
rychan
Channels 2 and 3 in place! Onto the noise channel, yeah!

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Posted : Tuesday, 01 January 2019, 17:27
rychan
Noise channel 4 messes up with the flaps, so, it needs some work, either way, there's a little ditty in there imported from deflemask

flaphappy2019-MUSICTEST (.zip)

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Posted : Wednesday, 02 January 2019, 03:40
Jayenkai
Excellent!!!
Posted : Wednesday, 02 January 2019, 06:30
Jayenkai
Mmm.. That's a neat little tracker!

Must make a note of that for future reference..

Flap_001_dmf (.zip)

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Posted : Wednesday, 02 January 2019, 15:04
rychan
OMG!!!!! That's soo cool!

|update| -=-=- |update|
I need to improve my music tool to allow for longer songs to be played now

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Posted : Wednesday, 02 January 2019, 16:16
Jayenkai
If it doesn't work, use your original! I wasn't sure, but figured there'd probably be memory issues. Stupid technology, with its minimal limitations!! Grrr!!

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Posted : Wednesday, 02 January 2019, 16:27
rychan
Oh, no, the tracks are awesome, works in deflemask without issue.
I just need to improve my player so it can jump between things better, probably some from of track map or something.

Yeah, deflemask is great, I managed to get it to export to gbdk code earlier in the year also, but asm is...well, asm

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Posted : Tuesday, 05 February 2019, 04:48
rychan
Got a more proper sfx engine in process last night, able to concurrently play sfx over music, using uncompressed data, but there's a decent amount of space available. Looking forward to expanding it out tonight

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Posted : Thursday, 07 February 2019, 07:31
rychan
More sound effects! yay!

flaphappy20190207 (.zip)

Need to add a few more still but, it's coming along now.


View on YouTube

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