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Socoder -> C/C++/C#/Other -> Bee Happy Progress Thread

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Posted : Wednesday, 05 May 2021, 08:12
rychan
Quick lil twitch stream and boom!


View on YouTube

Full blog post under here for more details

refreshgames.co.uk/2021/05/05/background-collision-bugs-fixed-flower-satages-also-added-yay/

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Posted : Thursday, 06 May 2021, 04:35
rychan
Putting this here so I don't forget.

Wandering about a per level shop system, perhaps there could be some honey combs that spawn on the stage for a short time which could be saved up and traded for stuff like...

Greater pollen capacity
Speed Up
Temporary Shields
Extra Lives

That sort of thing.

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Posted : Thursday, 06 May 2021, 04:55
rockford
Sounds good, but sometimes it's the simple things in life that matter. Why complicate something unless you feel it's lacking or not engaging enough.

Remember if it needs/offers power-ups, then you're going to have to add stuff for those power-ups to be useful/necessary for (ie more/larger enemies etc.) otherwise they are pointless and make the game too easy. And what happens if a player hasn't powered-up properly and then can't beat a level as they haven't got the items/skills they need?

Decisions, decisions. But it's your game
Posted : Thursday, 06 May 2021, 06:09
rychan
Aye, it should probably be something I consider after having done some playtesting, which I'm far away from at the moment.

Gotta knock up a level editor also, maybe I'll tackle that after work tonight.

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Posted : Monday, 10 May 2021, 15:43
rychan
Level Editor Get!



refreshgames.co.uk/2021/05/10/bee-happy-now-has-a-level-editor-yay/

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Posted : Monday, 10 May 2021, 15:51
Jayenkai
Oooh, fancy!
Hopefully you'll be able to make some pretty level layouts for it.

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Posted : Monday, 10 May 2021, 16:48
rychan
Yup, with some terrible puns for the passwords as is pretty much required now

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Posted : Wednesday, 12 May 2021, 16:24
Jayenkai
"Shoal Happy" guide your shoal, through the dangerous waters, to their home. Requires scrolling and maybe 10 or so little fishies following your bigger fish.

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Posted : Wednesday, 12 May 2021, 22:56
rychan
Mmmmm, I am keen to get some scroling going on with the next one

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Posted : Saturday, 15 May 2021, 11:33
rychan
gahhhh. Tested the code out on an actual NES today, there's more issues with the PPU that I'll need to work on again.

|update| -=-=- |update|
Thankfully flap happy seemed to be okay, which is a relief...phew!

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Posted : Saturday, 15 May 2021, 12:06
Pakz
I watched the gameplay video and could not immediately see what was going on. You play a bee grabbing those blocks?

Maybe before you can control the sprite add a white outline rect that goes from the edges of the screen into the place where you have the sprite you control? To focus the players eyes on?

There is good progress going on also!
Posted : Monday, 17 May 2021, 02:17
rychan
A fair chunk of that could well be compression (upscaling 256 x 240 also, probably not great).but yeah, I'll play around with the colours for better contrast later on tonight.

Found a few lil shortcuts in my PPU code which might save me enough CPU cycles for a PAL NES to work properly

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Posted : Tuesday, 04 January 2022, 10:53
rychan
AHH, this thread was the right thread....
Posted : Tuesday, 04 January 2022, 16:53
rychan
Fixed some bugs with the menu system, weird logic issues where a loop was overriding a variable set before the frame had ended, but that's fixed now.

Tomorrow I hope to add some sort of limit to how much pollen the bees can carry per trip to / from the hive and perhaps some sort of scoring system.

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Posted : Friday, 25 February 2022, 03:58
rychan
Sat down to Bee Happy last night, snuggled up with Kaede in the living room, fixed up some more bugs, noticed some differences between NES emulators, which is a bit of a concern, might smash some more bits out of it tonight, maybe scoring systems? It's a tad early to decide upon music but I'm pondering about something bubbley bobbley.

Also, ordered a new chip writer for cartridge creationings.

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Posted : Friday, 04 March 2022, 05:46
rychan
For some reason sometimes a flower collision just gets missed out, it's a weird one to fix as it's kinda random as to why. I guess I'll have to do some slow-mo ram debugging later on to fix it up

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Posted : Friday, 04 March 2022, 06:57
Jayenkai
It's not the diagonal collision thing is it?
When you hit the very corner of the tile at +x and +y velocity..
I'm always having issues with that..

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Posted : Friday, 04 March 2022, 07:08
rychan
I wandered if it could be that also. It might be due to there being 2 players onscreen at once and 2 collisions with flowers occurring at the same time, updating the RAM but not the VRAM. I'll try knocking it back to 1 player tonight somehow.

Orrr it might be double hitting the flower in one frame on occasion somehow but somehow that seems even more unlikely.

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Posted : Friday, 04 March 2022, 07:19
Jayenkai
Good grief, that's a lot of options!
Good luck!!

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Posted : Friday, 04 March 2022, 07:23
rychan
It's not too bad though, just need to trap the error really.

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Posted : Wednesday, 16 March 2022, 15:17
rychan
Right, it was an issue with player 1 and player 2 collisions changing on the same frame.

So, easy fix, check each player every other frame, easssyyyyy and not really noticable Woo!

Attempted another cart solder today, everything seemed to be right but I just got the ruddy grey screen again. Gonna contact the manufacturer for advice on where I;m going wrong.

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Posted : Wednesday, 16 March 2022, 15:54
Jayenkai

Sounds complicated.
Posted : Wednesday, 16 March 2022, 16:19
rockford
Hope it gets sorted and easily.


Posted : Wednesday, 16 March 2022, 17:01
rychan
It's just a few variables really when it comes down to it.

It's one of the following:

My soldering
My chips
My chip writing settings
orrr My NES, which I know it isn't.

Time to send out an email

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Posted : Tuesday, 29 March 2022, 01:15
rychan
Added invulnerability frames last night, got myself a checklist down yo!

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Posted : Tuesday, 29 March 2022, 08:15
rockford
Neraly there?


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