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

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Posted : Tuesday, 29 March 2022, 14:22
rychan
Nahhh, I nearly fell asleep whilst working from home today again, seem to have perked up a bit thought tonight somehow.

Fixed some lil graphical bugs tonight, although I keep getting distracted.

Possibly Covid brain going on, possibly Kiko snuggled up next to me with a cute snoozing audio loop playing on repeat from a TINY bluetooth speaker near her mouth.




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I think I need to snooze in bed all of a sudden, can't quite figure out why?!

Hopefully I'll make more of a go at the coding tomorrow, each day I seem to be getting a bit better than before Covid wise.

Gotta get some cute cerise fabric for her outfit I'm planning out tomorrow also, ruffles and ribbons, ruffles and ribbons.

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Posted : Wednesday, 06 April 2022, 09:40
rychan
Added some code to make the game more PAL safe as opposed to just NTSC, a lot less junk on the screen now.

Added flashing invulnerability frames on respawn.

Gonna make it so the spawn point is the Hive as that just makes sense really.

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Posted : Friday, 08 April 2022, 16:12
rychan
Fixed a couple of glaring things tonight, mainly that player 2 had all their UI and bee in play during a single player game and found a rare crashing bug which promptly got fixed. Might tackle scoring in a moment, depending on my mood.

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Posted : Friday, 08 April 2022, 16:33
Jayenkai
Aaah, the fun self-made bugs!
Many's a time when I've had to reupload a game because I didn't "perceive" the great big giant debug number, right in the middle of the screen!!

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Posted : Friday, 08 April 2022, 16:43
rychan
Glad it's not just me
Posted : Friday, 08 April 2022, 17:50
rockford
Many's a time when I've had to reupload a game because I didn't "perceive" the great big giant debug number, right in the middle of the screen!!


Guilty as charged too!
Posted : Wednesday, 13 April 2022, 04:12
rychan
Showed the current version over at a mates house last night and we happenned upon the idea of having a boost bar which is filled up as you collect pollen, but is drained when you use the boost, adds a nice lil mechanic for speed changes I reckon. Might implement this today but got a busy one!


Preview Pic Below:



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Posted : Wednesday, 13 April 2022, 04:43
Jayenkai
Sounds like a good risk/reward mechanic.
Woot!
Posted : Wednesday, 13 April 2022, 05:29
rychan
I reckon so, it felt like it needed something more to it

Having said that my mate said the game was already pretty good fun which is promising.

Considering the password system to give passwords every 10 levels so it's not just a case of completing it in a couple of settings but also has restart points in some form.

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Posted : Thursday, 14 April 2022, 16:00
rychan
Added most of the boost for player 1 tonight, just needs that bar to fill up and reduce as and when, then it's pretty much there.

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Posted : Thursday, 14 April 2022, 16:13
rockford
Give your bee a boost -



Yep, that'll definitely get him buzzing!


Posted : Thursday, 14 April 2022, 16:29
rychan
I love those! I will have to get some tomorrow!
Posted : Friday, 15 April 2022, 01:54
rockford
Me too!
Posted : Friday, 15 April 2022, 02:26
steve_ancell
I like them but can't have them.
Posted : Friday, 15 April 2022, 04:39
rockford
The trouble with Boost bars is that they contain sooooooo much sugar; you can feel your teeth rotting even before you open the wrapper!
Posted : Friday, 15 April 2022, 11:28
rychan
**NYOMMED**
Posted : Sunday, 17 April 2022, 09:14
rychan
Boost bar working a okay! Well, for Player 1 anyway

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Posted : Sunday, 17 April 2022, 12:59
rockford
Now get back to buzzness and get player 2's working too!
Posted : Monday, 18 April 2022, 15:27
rychan
On it tonight
Posted : Monday, 18 April 2022, 17:19
rychan
The new code's all there, compiles alright but not executing in the game....weird. Tomorrow...I mean tonight perhaps.

Okay, fixed that up, now both bees aren't being affected by hedges. probably a shared temporary variable, but yeah, sleep!

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Posted : Monday, 18 April 2022, 19:49
Jayenkai
Beezzzzzz..
Good work!
Posted : Tuesday, 19 April 2022, 02:53
rychan
21kb out of 32kb remain

To Do:



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Posted : Tuesday, 19 April 2022, 03:06
Jayenkai
In only 21Kb!!? I'd be screwed..
Hell, the music in Flappadiddle Amiga is already 18Kb, and that's barely even a tune, yet!

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Posted : Tuesday, 19 April 2022, 03:18
rychan
I think the music took up around 8-10kb on Flap Happy to be honest, it was a large chunk of ROM space and all worth it. I think I ended up removing the drum channel from it as Flappy uses that for his flap noise, so it gets quite regular.

I still need to get around to the Gameboy port sometime but yeah, Bee Happy is where it's at for the moment.

I'm pondering over a seeded random level generator should needs must as I have lots of spare RAM (at least 512 bytes) along with scripted levels (120 bytes of ROM per level) as I'd like for there to be at least 40 levels in this game. Will see how tonight goes once I'm home from work.

I guess flood the field with Flowers, then place the hedges in some formation, then place the hive over a 2x2 group of flowers.

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Posted : Friday, 22 April 2022, 00:22
rychan
Sent a build over to Mega Cat for a play through on Wednesday, hope to find out what they make of it in-progress in a couple of weeks.

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Posted : Sunday, 15 May 2022, 13:00
rockford
Not sure if it's relevant, or even of interest, but this popped up in my YouTube video suggestions and thought it might affect you in some way. It might just be full on commercial games though. Dunno. I've saved it to watch it later.


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