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Member Since 21 Feb 2002
Offline Last Active Yesterday, 11:53 PM

New New Things > Asset Studio - Asset Management Tool

Posted Endurion on 19 October 2014 - 11:14 AM

After years and more years of manually adding new assets into code I tried a newer approach. I'll use this journal entry to show off my asset
management tool (Asset Studio) but also ask for similar stories.

When I use the word 'asset' I mean images/textures, image/texture sections, fonts, animations, sounds, meshes, GUI dialogs, text tables, value tabl...

New Old Things > The Week of Awesome II - Post Mortem

Posted Endurion on 02 October 2014 - 01:00 AM

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...

New Old Things > A C64 Game - Final Step

Posted Endurion on 17 May 2013 - 12:09 PM

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...

New Old Things > A C64 Game - Step 99

Posted Endurion on 10 May 2013 - 10:48 PM

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...

New Old Things > A C64 Game - Step 95

Posted Endurion on 12 April 2013 - 11:04 PM

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...

New Old Things > A C64 Game - Step 93

Posted Endurion on 30 March 2013 - 01:07 AM

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...

New Old Things > A C64 Game - Step 92

Posted Endurion on 23 March 2013 - 12:28 AM

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...

New Old Things > A C64 Game - Step 91

Posted Endurion on 16 March 2013 - 01:12 AM

Aaaand the torso gets to fight back too, not only sit put. Time to reuse existing code again. The torso will spit out bats just like the last two bossed did. SPRITE_MODE_POS is used to stop the attacking mode and revert back to movement.A contains the number of boss parts killed (so 4 = 2 legs plus 2 arms):   cmp #4   bne +   ;attack with bats   lda S...

New Old Things > A C64 Game - Step 89

Posted Endurion on 02 March 2013 - 12:30 AM

Now you can kill the last part. Beware, it will fight back though! All kind of changes are added to the boss 7 behaviour routine, as it now gets a new state. First of all, handle getting hit;------------------------------------------------------------;boss #7;state = 0, 128 -> random movements;state = 129 -> attack with beams;---------------------...

New Old Things > A C64 Game - Step 88

Posted Endurion on 23 February 2013 - 11:40 PM

And finally, here's the big boss. Expect him to put up quite a fight once he is completed. Note that currently you cannot kill the last part. First of all, the boss is not just simply there, it is entering with a few flashes. We reuse Dean's shot flash code for this. To mark the final boss entry we use a new bit in the level config byte:   ;final boss i...

New Old Things > A C64 Game - Step 87

Posted Endurion on 16 February 2013 - 12:06 AM

And the last portal stage, I promise http://public.gamedev.net//public/style_emoticons/default/smile.png  Previous Step    Next Step

New Old Things > A C64 Game - Step 83

Posted Endurion on 19 January 2013 - 12:46 AM

And here's a new extra for Sam. It works similar to the super bullet. For every demon blood picked Sam can destroy an enemy with one touch. The code is quite similar to the super bullet. Add a new counter variable (DEMON_BLOOD), a new item image, make it possible for the item to spawn as well.At the item pickup we add this. If the player is Sam (means x =...

New Old Things > A C64 Game - Step 80

Posted Endurion on 08 December 2012 - 12:31 AM

Did you notice the huge door in the background? It's about time it opens! That's actually pretty simple. At the jump-to-next level code we add a check. Whether the open door animation is shown depends on a bit in the LEVEL_CONFIG byte. GoToNextLevel   lda LEVEL_CONFIG   and #$04   beq .NoDoorAnim   jsr DoorAnim.NoDoorAnim The actual animation is str...

New Old Things > A C64 Game - Step 78

Posted Endurion on 24 November 2012 - 01:19 AM

Added and streamlined all story pages. Now we have locations (mentioned) and a crude "story arc". Plus a little animation on the last two bosses. There's no higher meaning behind the locations, I just wandered about USA with Google maps ;)

Showing no code this time, since it's merely added text to existing tables.

The aforementioned...

New Old Things > A C64 Game - Step 76

Posted Endurion on 10 November 2012 - 01:06 AM

And yet another 10 stages. A few animation bugs show up with the water, in general there seems to be another fixing step coming up.

Have fun!

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