Began work on act 1. (I'm calling them "acts" instead of "levels" because it seems more like an interactive play than a video game.) The score starts out at 999,999 and ticks down each second you are playing it. In the end, I may have to make it 9,999 instead of 999,999, but for now I'll leave it as is. Here is Stupidman's Stupidmobile cruising down Main Street of Faketown.
To simulate scrolling, the tree moves from right to left. It's funny how only one small tree doing that makes it
I worked some more on this last night and this morning, creating the cutscene before level 1. I made two songs. One is a little deeledeedle-type one for the Crisis Phone. The other one is a more serious sounding problem for when the mayor is describing the problem. Then Stupidman hurries to his Stupidmobile. But since I haven't done that yet, it just loops to the beginning of the level 1 cutscene once Stupidman exits the right side of the screen. I tried to make it go back to the title screen, b
After making Hamburgers for the NES, while I was asleep last night, I dreamt some ideas for an NES version of a superhero I made up a long time ago. Presenting Stupidman! He is a superhero, but he's also dumber than a pile of bricks. The subtitle is "A Date To Remember." This is because someone stole the world's oldest raisin from the museum. (Yes, I know, it's raisin, but not date. This is intentional.)
So a few hours of work later, I have a title screen. I still need to compose music for
I'm jumping around from project to project again. Someone made me remind myself that I tried to make a port of Hamburgers for the Atari 2600. So I decided to resume work on it. I have two levels working now. Level 1 is the Big Rock Candy Mountains and level 2 is the Chocolate Cave.
Right now I can alternate between the two by changing the value in a variable in the code called "Level" to 1 or 2. What's next in work on my game is to make the game start on level 1 and then switch to lev
I got back to working on Save the Puppies. It's a game I've been making for Game Boy. Just to see if I could, I attempted to make this a 64k game. This time, I had success in making a bankswitched Game Boy game. Although I don't really know what I'll do with the extra room. Perhaps make 50 levels worth of gameplay with it?
Worked on it yesterday, trying to make it compatible with GBDK-2020. I managed to do that. Then I played it on a Super Game Boy. It had obvious audio issues, which, with
After Jack and the Beanstalk has entered testing phases, people don't really seem to find any bugs with what I have. I've been working on another Odyssey² homebrew. Someone on the Videopac.nl forum mentioned Turmoil and how it might be a good fit for the Odyssey². So, I decided to see what I could do with it. This is day 4 of working on it and here is what I have so far.
Right now it's an 8k game. I figured if I had four banks, why not use them? Man, that link is big. I wish Video
I've been having internet connection issues lately, to the point where I had to get a new modem. I'm hoping this will fix it, because I plugged in a phone in the phone jack I'm using internet for and got a dial tone. Between verious spurts of it working, I have worked on trying to fix bugs in the game. When the internet would come back on, I'd upload the game and my playtester would test it and report any bugs he'd seen back. Well, yesterday, he reported not seeing any bugs! So this means I need
My internet was down for most of the day today. I worked on Jack and the Beanstalk for a little bit, trying to figure out how to redo things and make stuff work. I realized I had to redo the Jack sprite in the castle again for a bug to disappear. He now walks like this:
Not a very good walk, but I fear it has to be this way, otherwise bugs creep in and ruin the game. While my internet was down, I cataloged my Odyssey² collection. As it turns out, I have 78 games for it. This includes a
I think I figured out the problem with the walls. If Jack's animation switches to a new frame that is touching the grid when before it wasn't, of course he'll get stuck in it. So I had to design a Jack that is very minimal and doesn't change a whole lot yet changes enough to make it necessary for it to be animated. This is my attempt:
So I have to do it this way. Today I worked on the ending. It's a very minimalist ending, though, as I didn't have room for a very grand one. Odyssey2 pr
I redesigned level 3. It now looks like this:
I also made the chicken nugget come less often. Right now you have a 1.9% chance the next enemy wouldn't be an enemy but a chicken nugget. It was 3.9%. You can really notice the difference just a 2% change makes. I like this level 3 better than the last one I had. It looks more like what I was aiming for when I first designed the level. In case you can't tell what it is and thought I just went crazy, it's supposed to be the inside of a cave
So since I tried and tried to get the collision detection working in my Jack and the Beanstalk game and failed at every attempt, and with nobody willing to help me (Hardly anyone programs the Odyssey² any more), I decided the best thing is to not work on it anymore and wait for someone to help me.
With that, I returned to the NES and my burger game. I am trying to find a publisher for it, but not having any luck so far. I redesigned level 1 since all it was was just white clouds on a blue b
I finished the fourth floor. I also put the key in the game. It hides itself in a room and your job once you get in the castle is to find it. It's your only way out of the castle: only when you defeat the giant will the exit show from the castle. But this blog entry is more about the beanstalk.
I figured I might put in the down part of the beanstalk since I didn't think it would take very long. Was I wrong! I had to go to sleep with semi-broken code at about 1 in the morning. I woke up this
Work on this has been going good. I started work on the Giant's castle a week or so ago. Here are some screenshots of inside the castle.
The triangles are stairs. If they lean right (like in the picture), they are stairs up. Leaning the other way means they're stairs going down. To use the stairs, all you need to do is touch them. Right now I have 3 floors of the castle in. I want to have a total of four floors and still have room in the code for the key hiding. I think I will.
So, level 1 is completed. I made a few changes.
one bird is now 2 bats.
bat collision sends you 5 screens back instead of the beginning.
21 screens to climb up.
I tested this on a real Odyssey 2 and it works fine.
Making change number 2 was very difficult. I had to go and figure out where the screen's stalk x position starting place was and then figure out where to put Jack so he's on the stalk (what to make his x position be), and then make the program put Jac
So last Friday I started a new Odyssey 2 project: Jack and the Beanstalk.
Jack needs to climb the beanstalk. Most of my time was spent trying to decide what rules I wanted to have in place. I went from Jack being able to fall off the beanstalk to forcing him to always stay on the beanstalk. I went from a little bird to a big bird and then back to a little bird.
Beanstalk climbing isn't the only part of the game. If it was, it wouldn't be a very engaging game. There will also be a
I decided the game about poop was too gross. So I took some time, redrew the sprites, and made it a game about saving puppies. Under my right thumb nail itches really bad. Anyway, I needed to tell someone because it's really annoying, especially when trying to type. I made a new website for the game. If you go to the Nincompoop website, click the link to be redirected to it.
I've been working on a new Game Boy game called "Nincompoop." It's about a piece of poop that goes around the screen collecting poop that pops up in random places. You can download the latest version on the official Nincompoop website. I've added a title screen with music. I need some feedback about the music though. It never hurts to have another set of ears listening to it. I've been listening, and tweaking, and listening again for so long, it's become normal. Anyway, press Start on the title
I'm back working on a new (actually old) Odyssey 2 game. I have a new intro for my games. The screen that says "Cedar Games" and displays the tree. Well now it still does, but with different noises.
I worked for a long time trying to integrate it into ZipZap (all night in fact), but I gave up. So that ended with me going to bed at about 10 a.m. When I got up at 7 p.m., I went back to work trying to make it actually work. It was hard, but I eventually did it. Not only that, I put it int
I haven't been working on my NES project very much lately. Apart from making the mouth open and close which I did a few days ago, all I did was change the title screen. It was one of those cases where you had to change it but tried to make it look as good as possible. So that's what I did.
So that's what I did.
With Hamburgers finished, I wondered if I could stomach making, from scratch, a new NES game. It wasn't as bad as I feared. Except for the errors, that eventually got cleared away. So here is my new game's title screen.
The object is the same as the Atari 2600 version. But the NES has two buttons. This is where the change comes in: You will press the A button to open the mouth and B to close it. I think I'll add the alphabet and add some text to this screen. That would be fun. I don't
Yesterday, I got real bored, so I decided to make some music for the menu. I also changed the font so it looks better. I don't like the "computery" font sometimes, so I changed it so that each number is a different font. I also colored the score different colors for each game so you know which game you got the high score on. I've been working on this since Sunday and I think I've done a good job so far. I don't know what else to do though.
Now that I think about it, I could call it "The Runs" and have it be a piece of poop running. But I won't. I redesigned Mr. Noseson (Noseson is a palindrome) and worked on the boxes to jump over. Mr. Noseson now looks like this:
I decided to make his legs orange instead of black. This morning I put in collision detection for the boxes. Next up is working on making some music for the menu. But not today. I'm done with programming for today.
So I didn't really want just one guy running for my running game. I thought, "What else runs?" Noses. So I titled the game "Runny Nose." Here is Mr. Noseson.
His little legs are animated. I attempted a realistic jumping code, with gravity and stuff. I thought I was done with Atari 2600 noses when I finished "Uncle Hairy's Nosehair." Well, anyway, this is being done in batari Basic. I originally was going to have the ground in this be of varying heights, so I began in bB because I didn'
Yesterday it was 116 degrees here. I could have sworn the Weather Channel had 117 on the screen for about an hour or so, but I guess it was a mirage?
Anyway It was hot Sunday too. About 112 or so. Both those are above the all-time record of 110. And yet I coded. I am making a new Atari 2600 game. I was influenced from a post on AtariAge. (Influenced is not the word I wanted, but it will work.) It was about one button games. Games that only use one button and no joystick. I thought "I could
You can now buy your own copy of Hamburgers En Route To Switzerland for the Virtual Boy at http://uncletusk.com
It is 10 levels of milkshake shooting action. It comes with a box and instruction manual. I'll add a picture once my copy comes.
I also changed my avatar. It is Uncle Sam eating corn flakes. I thought it was fitting for this time of year since the Fourth of July is soon. I will change it back once it ends.