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Ryan Witmer

Rob 'n' Banks: Weekly Development Log

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It's been really hard to find time to work on this lately, and December might not be much better.  I've been trying to get a few things done though.

 

I've decided to take a break from the gameplay stuff and focus on some other issues.  Right now I'm trying to get the score display working.  This is a very different problem from other games I've done because of the screen mode I'm using and how tightly the maze fits on the screen.  Basically, there is no vertical space left for a score, so I have to run it down the side like some Intellivision games I've seen.

 

Right now it looks like this:

 

image.thumb.png.f0b9da00f93eccc467fa72fc813c3e8e.png

 

There are some real complications in making this work, but I have a rough idea of how to do it and I've started sketching out the code necessary.

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16 minutes ago, Ryan Witmer said:

Right now I'm trying to get the score display working.  This is a very different problem from other games I've done because of the screen mode I'm using and how tightly the maze fits on the screen.  Basically, there is no vertical space left for a score, so I have to run it down the side like some Intellivision games I've seen.

The Super System meets the Intellivision.👍

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On 11/27/2021 at 12:49 PM, Ryan Witmer said:

It's been really hard to find time to work on this lately, and December might not be much better.  I've been trying to get a few things done though.

 

I've decided to take a break from the gameplay stuff and focus on some other issues.  Right now I'm trying to get the score display working.  This is a very different problem from other games I've done because of the screen mode I'm using and how tightly the maze fits on the screen.  Basically, there is no vertical space left for a score, so I have to run it down the side like some Intellivision games I've seen.

 

Right now it looks like this:

 

image.thumb.png.f0b9da00f93eccc467fa72fc813c3e8e.png

 

There are some real complications in making this work, but I have a rough idea of how to do it and I've started sketching out the code necessary.

The Colecovision version had the same issue and place the scoreboard on the side. 

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One of my development computers blew up, and I haven't been able to get much done on any of my projects.  I have parts on the way, should be here by the end of the week, hopefully.

 

I pretty much decided to take the week off from everything, but that didn't stop me from goofing around with the score display a little.  I found a better way to do it, and came up with this:

 

image.thumb.png.562aaf8f427738b8fc1d8215f5fc6136.png

 

This is much easier to deal with than the vertical score idea, and simpler programming is faster programming.

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Excited for this!

The 2600 version is one of my favorite games for the system. 

I've enjoyed every version of Lock N Chase so far so interested to see what you come up with. 

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Here's a little thing I did this morning.

 

image.thumb.png.a787c85328b505e46fdf2caa6d6eabc9.png

 

Got the score display fully tested and functional.  The coins now score points, 20 each just like the arcade.

 

In the arcade game, the score starts at two digits with a double 0, and then expands to the right as you score points.  I wanted to copy this behavior even though it's really a stupid little detail.  It would have been much easier to just put six digits in from the beginning, but no!  I had to do it the right way.

 

Anyway, I really shouldn't do any more work until I get the parts for my new computer, because that's where my source repository is and I need to commit this stuff.

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48 minutes ago, Ryan Witmer said:

In the arcade game, the score starts at two digits with a double 0, and then expands to the right as you score points.  I wanted to copy this behavior even though it's really a stupid little detail.  It would have been much easier to just put six digits in from the beginning, but no!  I had to do it the right way.

Love your attention to detail.🙂

 

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Starting to get back into this project now that my home server is repaired.  I got the cash bags in place this morning, poorly drawn by me, but that's life.

 

image.thumb.png.565b7e1c1dc8c4ad793e4e49cc4a57ef.png

 

I spent some time studying the arcade game and figured out the exact triggers for the cash bags and bonus objects to appear.  They're triggered by picking up certain numbers of coins, just like how the bonus fruit in Pacman appears after you eat a certain number of dots.

 

You still can't pick up the bonus objects, and that's probably what I'm going to work on next.

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38 minutes ago, MrFish said:

Here's a money bag I was using for a hack of Xagon. You can use it if you want.

 

moneybag.thumb.png.3632fe5bdb9daa94aafb418d93adaa40.png

 

 

Nicely done!!! :) I love that design. Hey @Ryan Witmer, when is the next playable ROM gonna be out for us to test, it's been quite a while, I hope it'll be soon, this is coming out great!!! ❤️ :)  Love it!!!

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Alright here's some fun stuff.

 

This morning (live on twitch!) I added the ability to pick up the bonus objects.  I also put in the scoring for them, so that's pretty cool.  I added @TIX's sprite for the cash bag too.  The player doesn't do his happy dance when he grabs the cash bag, that should be in the next build I release.  I also need to play with the amount of time the bonus objects stay on the screen.  It seems like they disappear too fast right now, need to play the arcade to see how long they should stay out.

 

So here's a new test build, marked with "Test build, 1/8/2022" 256 bytes from the end of the file.  This build shows the bonus objects at the correct times, and allows you to collect them.

 

I was planning to get started on making the cops move next, but I decided to take a little detour and get the animation system in place for the player.  The cops are going to share this code, so it seems like it would be easier to get that in place now before I start working on the cops.

robnbanks.bin

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I spent this weekend getting @TIX's animations in place.  I had to make some slight modifications here and there, and I can't use the same coloring scheme he used because I only have one sprite to work with, but I got it all working.  Here's a video I made showing it off:

 

 

To sum up what's in the video, Rob now has his walking animations and the happy dance when he picks up a cash bag.

 

Now that the basic animation system is there, I can start working on the cops.  This is going to require quite a lot of planning and thought, so there may not being anything to show for a couple of weeks.

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NICE! We'll wait for the next build, take your time Ryan, it only makes it better, and BTW love the happy dance and the animation of Rob moving, very nice touches. :) 

 

I think that along with Intellidiscs this just might be one of the best and nicest homebrews ever made for the 5200. Proudly Made In Washington. Just like apples are. As a fellow Washingtonian (I have lived full-time here in Port Townsend for 35 years, former native Californian) I can feel proud of the fact that one of our own is contributing to the retro-gaming genre in a way that not many others have.

 

Indeed Phaser Cat Games and also (the now-defunct) Mean Hamster Software have repped the PNW retro-game scene very well. I look forward to perhaps others here in the Northwest joining Ryan and venturing into the retro-gaming industry and developing games for all sorts of vintage game systems.

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