New Old Things

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Musings of a hobbyist
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Endurion
July 28, 2015
Adventurous Adventure
I'm currently attending yet another C64 game creation competition: Forum64.de's Adventure Competition 2015.

I always wondered how the guys/gals at Lucasfilm Games managed to cram Maniac Mansion and Zak McKracken onto a few small disks. So this competition was the perfect opportunity to test drive my…
2,470 views
Endurion
October 02, 2014
The Week of Awesome II - Post Mortem
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 ju…
3,226 views
Endurion
May 17, 2013
A C64 Game - Final Step

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 r…

6,089 views
Endurion
May 11, 2013
A C64 Game - Step 99

And of course lots of little bugs were found and fixed

-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" text


Have fun!

Read more in New Old Things

3,836 views
Endurion
May 04, 2013
A C64 Game - Step 98

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

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's t…

3,391 views
Endurion
April 26, 2013
A C64 Game - Step 97

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 neg…

3,128 views
Endurion
April 20, 2013
A C64 Game - Step 96

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…

3,163 views
Endurion
April 13, 2013
A C64 Game - Step 95

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…

3,066 views
Endurion
April 06, 2013
A C64 Game - Step 94

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…
2,687 views
Endurion
March 30, 2013
A C64 Game - Step 93

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



First of all, a new enemy type is added. Normal enemies stay type 1, bosses are now type 3.

Most c…

2,751 views
Endurion
March 23, 2013
A C64 Game - Step 92

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 rele…

2,881 views
Endurion
March 16, 2013
A C64 Game - Step 91

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 plu…

2,785 views
Endurion
March 09, 2013
A C64 Game - Step 90

And the boss got a bit more lively (visually), it was quite stiff previously. Moving body parts and the head screams (also visually) when getting hurt.



The boss helper code is enhanced by a routine doing circling movements:

          jsr GenerateRandomNumber
          and #$03bne .DoY

          inc …
2,542 views
Endurion
March 02, 2013
A C64 Game - Step 89

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…
2,661 views
Endurion
February 24, 2013
A C64 Game - Step 88

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…

2,788 views
Endurion
February 16, 2013
A C64 Game - Step 87

And the last portal stage, I promise :)

step87.zip

Previous Step Next Step

2,960 views
Endurion
February 09, 2013
A C64 Game - Step 86

And something different for a change: Added road side stones to the story pages to make it look a bit neater.

Looks better in motion :)



It's actually pretty simple: We add a stone in front and one in the back. Store positions and update them every frame with different deltas.

Start with the positio…

2,713 views
Endurion
February 02, 2013
A C64 Game - Step 85

And now? You guessed it, another portal stage :)



Have fun!

step85.zip

Previous Step Next Step

2,681 views
Endurion
January 26, 2013
A C64 Game - Step 84

And here's the next portal.

I hope you don't mind the slower pace, I'm working on a bigger step in the background.

Have fun!

step84.zip

Previous Step Ne…

2,772 views
Endurion
January 19, 2013
A C64 Game - Step 83

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 t…

2,753 views
Endurion
January 12, 2013
A C64 Game - Step 82

A few very small updates coming up, here's the next portal stage. Have fun!

 


 

step82.zip

Previous Step Next Step

2,501 views
Endurion
January 05, 2013
A C64 Game - Step 81

A new pickup! And it shines :)

Sometimes one of those wondrous bullets of Samuel Colt will be dropped. Those can kill any enemy with one shot, so use them well!

 



The changes are quite simple. In the PickupItem routine we add a handler for those new items:

          cmp #I…

2,570 views
Endurion
December 08, 2012
A C64 Game - Step 80

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 
 …
2,914 views
Endurion
December 01, 2012
A C64 Game - Step 79

Almost a new feature: For the final level range the enemies spawn in waves. In this level, after beating the wolfmen two more waves of other enemies come in. And all without any more memory in the level data!



The key is in the previously used SPAWN_SPOT_SPAWN_COUNT. We use the upper 4 bits to conta…

2,599 views
Endurion
November 24, 2012
A C64 Game - Step 78

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 ex…

2,736 views
Endurion
November 17, 2012
A C64 Game - Step 77

And another boss. This one is different, as it spawns bats to the left and right. And is only vulnerable during that part 



 



The boss routine is a bit bigger this time. The attacking bat code is already there, so nothing to add on that part.
As behaviours got increasingly complex I started t…

2,739 views
Endurion
November 10, 2012
A C64 Game - Step 76

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!

step76.zip

Previous Step Read more in New Old Things

2,774 views
Endurion
November 03, 2012
A C64 Game - Step 75

And more! Now the executable hit the load barrier, so Exomizer is the only way to go onwards (before it was optional). Added a new waterfall char with the same effect as low water.



At the same location the other char is initiated we add this:

          ldx #0
-
          lda $F800 + 143 * 8,x
      …
2,881 views
Endurion
October 27, 2012
A C64 Game - Step 74

Another boss!

And one, that works differently than the others before him.



This boss is spawning bats that fly left/right and vanish once hitting the screen border.
Thus we remove the path-8-flying bat and replace it by a simple attacking bat:

!zone BehaviourBatAttacking
BehaviourBatAttacking
       …
2,760 views
Endurion
October 20, 2012
A C64 Game - Step 73

Nothing new code wise this time, but something necessary: Packing.

The normal file now hits the 40Kb mark, and it's slowly getting too big to simply load. Remember the memory layout?
There is free memory from 2048 to 49151. Above that address the Basic and Kernal are overlayed over RAM. And bo…

2,824 views
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