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Posted Wed Oct 14, 2009 9:51 AM
Posted Wed Oct 14, 2009 4:15 PM
Posted Wed Oct 14, 2009 4:19 PM
Posted Wed Oct 14, 2009 5:22 PM
The maze will pretty much look like this:
Do you have any mockups of potential maze styles? Will they be single or multi-screen? Will this game be using the SuperChip?
Looking forward to it RT! It sounds like an original!!!
Edited by Random Terrain, Thu Oct 15, 2009 9:14 AM.
Posted Tue Oct 20, 2009 1:02 PM
Posted Tue Oct 20, 2009 5:16 PM
Posted Tue Oct 20, 2009 7:03 PM
Posted Tue Oct 20, 2009 7:53 PM
I either didn't know you could do that or I forgot. I thought PF0 just added a border? Every time I'm away from bB for a while, I have to relearn almost everything.
I was wondering why you chose not to use PF0 to widen the resolution . . .
Don't think I could do that. I have the Spock's Brain problem:
You should consider keeping a development blog here at AA. How come you don't seem too interested in sharing the dev process?
Woody Allen said "Eighty percent of success is showing up." That seems to apply to just about everything, including programming. Even if you barely know what you're doing, there is some kind of magic in 'showing up'. All you have to do is work on your program. That simple action can have an almost supernatural effect. Your subconscious mind will bubble like boiling water and amazing things will happen.
~Duane Alan Hahn
Edited by Random Terrain, Tue Apr 12, 2011 6:11 PM.
Posted Tue Oct 20, 2009 8:27 PM
Edited by MausGames, Tue Oct 20, 2009 8:29 PM.
Posted Tue Oct 20, 2009 10:34 PM
Posted Tue Oct 20, 2009 10:48 PM
How do you do that? I'm working on an 8k superchip game that has blank space above and below the playfield. It would be nice if I could fill that in.
You can also set the playfieldpos variable to allow you to use one row of playfield for the top and bottom borders, but they'll only be half the height of normal pf pixels.
Posted Tue Oct 20, 2009 11:07 PM
I started working on mine off and on in September of 2008, so I win! You must stop work immediately or I'll sue you for trying to steal my brainwaves! Where's my aluminum foil hat? I need my hat!
This sounds kind of like the top secret game I have been working on off and on since December of last year, although the enemy would always be chasing you instead of moving around randomly (I think it would be easier to program.) I'm still not ready to release a binary form of the game, but here's a screenshot. I jokingly put in the alien from Alien Greed, cartridges, and a yellow enemy which would look like Pac-Man once it's finished. It too uses a random-maze generator. But that's OK, you can continue working on your game and me on mine.
Posted Tue Oct 20, 2009 11:21 PM
Posted Wed Oct 28, 2009 2:22 PM
Edited by Random Terrain, Wed Oct 28, 2009 3:19 PM.
Posted Wed Oct 28, 2009 5:07 PM
I haven't even found the right color for the maze...
Hold the fire button to make Bloober go faster. Hit the reset switch for a new maze. Remember, there's no game here yet.
Posted Wed Oct 28, 2009 6:37 PM
The maze has three sections (middle, top, and bottom) and each section is made up of one of seven randomly selected pieces. Some pieces of the top and bottom sections can affect the middle section, so that mixes it up a bit. It's a messy version of controlled randomness.
I remember the random maze generator you made awhile back. Are these randomly drawn, or does it select from a set number of mazes? Or is it more that random quadrants are selected and assembled? Anyway, nice start.
Edited by Random Terrain, Thu Oct 29, 2009 5:49 AM.
Posted Sat Nov 7, 2009 9:35 PM
Posted Sat Nov 7, 2009 9:40 PM
Just wait until I find the right sound to go with it. I think a screaming type of sound might be best.
I'll be honest.. the first time I wasn't expecting him to change red and charge at me. Scared me for a second.
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