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The Week of Awesome II - Post Mortem

Posted by Endurion, 02 October 2014 · 663 views

Post Mortem to "Building Blocks"



So I entered the Week of Awesome II competition last week. I simply love this tight deadline competitions. And I couldn't help it again.
The theme came up as "The Toys are alive". Yay.

Usually I don't jump into coding right away to think about the game to be. And as usual I always go for the nearest idea. It's very...


A C64 Game - Final Step

Posted by Endurion, in C64 17 May 2013 · 1,095 views

And thus this create a game series ends...We fix the last few bugs (score was not properly reset on replay, music was stuck on saving the scores). Now the game is complete and can be enjoyed as it was meant to be! Oh joy, Smila (the graphician) actually touched up the game even more for a retail release. It has been out for a few weeks now, but if you did...


A C64 Game - Step 99

Posted by Endurion, 10 May 2013 · 649 views

And of course lots of little bugs were found and fixed http://public.gamedev5.net//public/style_emoticons/default/smile.png -Live number display was off on a new level.-Beams would sometimes not be removed on the final boss-Disable screen output when saving scores (IRQs go nuts if using kernal save routine)-Cleaned up "extro" textHave fun!Previous Step...


A C64 Game - Step 98

Posted by Endurion, in C64 03 May 2013 · 491 views

And here's the final bit, the extro part. Never have the player play through your whole game and put "Game Over" there. At the minimum a nice message is required http://public.gamedev5.net//public/style_emoticons/default/smile.png And yes, it's symbolic at 98, since there's always some bugs left to fix. The last two steps will be mostly bug fixes.Since it...


A C64 Game - Step 97

Posted by Endurion, in C64 26 April 2013 · 535 views

And here's a little gameplay update, the bats. The diagonal movement was too predictable, so now there's more randomness to it. The bat will move in curves. On every end of a curve the new direction will be decided randomly. Two tables are enough, however due to the C64 using two bit complement negative values are annoying to handle. Therefor I went the n...


A C64 Game - Step 96

Posted by Endurion, in C64 19 April 2013 · 703 views

And a nice little update, Richard Bayliss added sounds effects. Now there's a SFX mode, toggle in the title screen with left/right. The effects are integrated in the player code as separate "songs". So we add a variable SFX_MODE and check it's value when we want to play an effect or start the music:No music in title when SFX mode enabled: ;initialise mu...


A C64 Game - Step 95

Posted by Endurion, in C64 12 April 2013 · 690 views

Now a little update that adds a change that was long overdue: Zombies do not wake up all of a sudden, but peek out of the ground before. Now players should be able to escape if they're keeping an eye out. We change the .WakeUp part of BehaviourZombie to show up, look left/right a few times and only then rise, like good zombies do:   ;only animate head to...


A C64 Game - Step 94

Posted by Endurion, in C64 05 April 2013 · 575 views

Now we have a real two player coop mode. It's not both players playing by themselves, but true teamwork. Sam needs to capture, and only then Dean can shoot enemies. To makes things easier we add a new flag to check if two player mode is active (TWO_PLAYER_MODE_ACTIVE):   ;set two player mode active flag   lda #0   sta TWO_PLAYER_MODE_ACTIVE   lda GAME...


A C64 Game - Step 93

Posted by Endurion, in C64 30 March 2013 · 665 views

An addon to make the other bosses a bit stronger against Sam. Now you need to re-grab the boss after every hit you place.Previously Sam only had to stand there and keep fire pressed. Hardly a challenge http://public.gamedev5.net//public/style_emoticons/default/smile.png  First of all, a new enemy type is added. Normal enemies stay type 1, bosses are now t...


A C64 Game - Step 92

Posted by Endurion, in C64 23 March 2013 · 653 views

Poor Sam was left out again. Now he can kill the boss too. Since the boss is a special beast you wouldn't want Sam just to stand there and kill him without any reaction.We add a new variable BOSS_HELD, similar to the SPRITE_HELD value.So if SAM hurts the enemy, and it's the boss, the boss is released from Sam's grip:   dec SPRITE_HP,x   beq .EnemyKilled...






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