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About this blog

What I'm working on for the various consoles I can program for.

Entries in this blog

changes

So I had to get a new cable box. My old one broke. My new one is stupid. It won't let me record broadcast stations because a stupid message about copyright comes up. I also made a few changes to my game. Most of them involve sound effects. Now I have uploaded a current file of Zurich In Reach to my website. Feel free to download and give feedback on how I'm doing with the game so far. Also, let me know if you see any bugs.

Gamegearguy

Gamegearguy in Game Gear

YouTube video of HERTS: ZIR

I finished level 2 of my game I've been making. So I decided to make a little YouTube video to celebrate. Level 2 is a mysterious, eerie cave. So I decided to put in some eerie-sounding music. I went in to compose a song that sounded cavey and I think I did a good job. Level 1 (not shown in the video) is in the clouds, so I tried to make something that sounded carnival-like. Right now, bank 0 is 14% free, bank 1 is 7% free and bank 2 is 56% free. Which is okay since banks 3-7

Gamegearguy

Gamegearguy in Game Gear

Hamburgers En Route To Switzerland: Zurich In Reach!

So I decided to retitle the game I was making for the Game Gear. Instead of "Hamburgers En Route To Switzerland 3" it's now Why the change? I got to thinking: If someone were to publish the game with the 3 in it, that would mean there would have to be a second one. But of course, the second one won't be published. I now think of the first two games as practice for this one. An outfit called Retro Circuits published the first one for a short time before they quit operations. So now I ha

Gamegearguy

Gamegearguy in Game Gear

1 on 1 Basketball: Title screen

With 1 on 1 Basketball's in-game code potentially completed, I went to work on a title screen for the game. After the "Cedar Games" intro, this is a first attempt at the title screen to the game. Not a very splashy thing, I know, but since this is the Odyssey² we're talking about after all, something like this should do. Some more work needs to be done on it (like centering and stuff), but I just wanted to show you my idea for a title screen to my game. The entire thing works now. Titl

GoSub for Game Boy - update on 5/8/2022

Today is mothers' day. When you are done reading this, phone your mom. She's the reason you're here. Unless she's dead. I made a new GoSub title screen. I was learning all about bankswitching, stuff I didn't know. I made a little animation on the GoSub title screen. It's a little too long to make a GIF out of it. So here's a little picture of it. I thought it would be better than one static image that didn't do anything. I decided to make the O in "GOSUB" round instead of an oval.

Walking around

One thing I was wanting to do with the basketball game was make some animation on the guys. It looked like they were gliding around rather than walking. I knew how to do this, change the look of the sprites so it made it look like they were walking, but the main problem was fitting this into the game. I was trying to go to sleep when I thought of a workaround. Instead of attempting to change the sprite when the player was moving, instead change the sprite based on its y and x position when movin

Shooting some hoops

So I decided to take another stab at my Odyssey² basketball game I had given up on. I somehow made it work. And I added a few things: shot clock shooting arc bug fixed ball-possession sfx fixed Before I made this video, I didn't take into account whether or not the player was shooting was the shot clock is winding down. So if it gets to 0 when in the act of shooting, the ball would probably mysteriously not go into the basket and it will be a jump ball instead.

Cruisin' down the Nile

I decided I was sick of Game Boy programming for now. I'll say this though: It's a lot EASIER to program something on the Game Boy than it is on the Odyssey². I returned to my canoeing game (still nameless). I added a new level. And then the next day (today) I sat there for four hours to come up with the beginnings of a couple more levels. It was hard, but I managed to put in the beginnings of four more levels. Right now, level 2 just repeats over and over again. But I got the screens in anyway.

R.I.P. TV

For as long as I can remember, I've always had my trusty CRT TV with me. The sticker on it says it was made in May, 1993. I was 10 years old then. As the years grew, the TV was always there with me. In my room, all three rooms (I've moved twice since I got it). There is a huge dent in the down button on the thing. I had it right next to my bed one time for ten years and I lost the remote for it, so I started using that. In 2008, I moved where I am now and it got delegated to my retro gaming

GoSub Game Boy

I FINALLY got bankswitching to work on GoSub. It is now a 64k game. I'm up to 13 levels designed and put in the game. I am aiming for 30, an ending, and an Easter egg. I am only using about 40% of my total space, but now that I understand bankswitching, I can always just add more space if I need to. Provided the levels I am making don't get too complicated because I only have about 4% of the bank where I am putting in the main game left. Most of the recent time has been figuring out ho

I'm back.

The last time I checked to get on videogamesage.com (without the s) a few months ago, it gave me some warning, so I went back to what I was doing. Today I checked my e-mails and I got a PM from someone here. So I decided to see if I could go to videogamesage.com again and I got the welcome screen. So apparently everything is back to where it was before? Nothing much has happened in the last few months. I started work on a port of my GoSub, this time on the Game Boy. I also picked up and fig

Back to Game Boy programming.

I got angry and confused at my Basketball game for the Odyssey², so I quit working on it and went back to my Game Boy hamburgers game. I redesigned level 5 and put in a sixth level. I want to have as many levels as I can think of, but my main goal is at least 10. Level five is underwater, and level 6 is a big city (those tall black things with square holes are skyscrapers with windows.)  

Gamegearguy

Gamegearguy in Game Boy

Busy doing things

I've been working on a version of Basketball for the Odyssey². I made a website where you can download the work in progress game. It is here. I worked and worked on it, it kept not wanting to work because of the Odyssey²'s dumb "page" coding. I kept reaching across page boundaries. A page is a block of code that's 256 bytes of code. You cannot go over the boundaries and spill into the next code "page" with continued code. It's all very complicated, but after a few hours, I think I got it back wo

Winter solstice present

Here is a solstice present for you all: A demo version of Hamburgers for the Game Boy! You can get it here. The game is by no means finished. Quite the opposite: I just started on it. But I think I'm far enough along to give you a glimpse of what I am aiming for. I have been using up most of my waking hours working on this game for the past few days. Now that I have done all the stuff I wanted to do on this before I quit work on it for a few days, I will quit work on it for a few days.

Gamegearguy

Gamegearguy in Game Boy

Sound

Sound is what all good video games should have. Sound is also hard to program on the Game Boy. But I managed to put some sound effects in my Game Boy game about hamburgers. I put in four sound effects: sound for the burger shooting sound for the milkshake shooting sound for the fry hitting an object sound for burger hitting an object My game doesn't look any different from yesterday, but with these new sounds, it sounds a lot better. And with all these sound effec

Gamegearguy

Gamegearguy in Game Boy

Game Boy Burgers

Well, let's see. We have Burgertime, we have...um...that's about it. Until now. I began a quest yesterday to see if I could port Hamburgers En Route To Switzerland to Game Boy. The game originally was on the Game Gear, and I made a Virtual Boy version, and I made an NES version. So now I am attempting this Game Boy version. It's really hard to draw a hamburger, a milkshake, and, well, just about anything using only 3 colors. That's the trouble I had with the Virtual Boy version. I worked on it s

Gamegearguy

Gamegearguy in Game Boy

A better nose.

The nose I had in Nosehair fo Odyssey 2 looked, well, crappy. So I decided to try to see if I could change it. This result looks a lot better than what I had before I think. Along with some other changes, I think this game may be close to, if not completely, finished. I tried to attempt a better nosehair demon, but it's VERY hard to draw a person-line 8x8 pixel sprite. To design the nostril, I cut off the upper part of the arrow so only the lower half was showing, and placed it at

Gamegearguy

Gamegearguy in Odyssey 2

The nosehair demon.

I put in the nosehair demon. He follows you around trying to get in your way. He can also collect boxes. When a box comes up on the screen, the nosehair demon stops persuing you and instead moves towards the box. I made him white in order to be more visible. I think I'll redesign him though. It's hard to draw 8x8 pixel sprites. I also made a title screen for the game. Nothing fancy, just the word "NOSEHAIR" and the score. I also put in a game over screen. This says "YOU DIED." for

Gamegearguy

Gamegearguy in Odyssey 2

Uncle Hairy on Odyssey² again

So I tried Uncle Hairy's Nosehair on Odyssey² again. I think the trouble I was having was me speeding the addition to the cutting timer too much. So I slowed it down. This however made moving left and right seem fast. So I slowed down horizontal moving. I tried what I had on a real Odyssey². A big problem was the nose flashing when the score was subtracting. After trying multiple things that made the program crash, I just told it to wait for the vsync to continue the score showing. Twice. W

Gamegearguy

Gamegearguy in Odyssey 2

Time out on work (part 2)

I decided that since the artwork in my comic book isn't good, I had better make it in color. So that's what I did. I am making it full color. Not very much color, but color nonetheless. It took me two hours and much fighting with Photoshop to color the 7 pages I had done so far. My original plan for black and white was so I could print it without using much color, but then I thought "Why not just use the drawings I have as pages for my physical copy?" So that's what I am doing. It is hot in

Gamegearguy

Gamegearguy in personal stuff.

Time out on work.

I am extremely bored right now. So I've decided to tell you about my SpongeBob comic book I'm making. It will be my (the?) first e-comic book. Right now I'm up to page 10. I hope to have a 36-page regular sized comic book done quarterly. To help ease me in my quest to do this, I am making each issue black and white. There is a bit of color in the cover. This was thought up of in my sleep. I think up of stuff to do in my sleep often. The title was thought of first. Then the story came after I tho

Gamegearguy

Gamegearguy in personal stuff.

Stupidman (part 8)

I redesigned the road in the game. It now looks like this: Hopefully it better portrays going forward on the street. The yellow lines move down, hopefully creating an illusion of the car moving. I had a heck of a time putting the word PAUSED under the score when the game is paused. So now that I've gone back and done that, the next time I work on this game I can finally see if I can get chickens randomly crossing it. I played an NES game: Xexyz. When it's paused, it doesn't even s

Gamegearguy

Gamegearguy in Nintendo NES

Stupidman (part 7)

Began work on Act 3. I have absolutely no idea how much room I have left in the game. I think what I'll do now is instead have Stupidman go to the store to buy some soap to kill Mr. Germ with. But it just so happens he wanted to go to the store in the middle of the great chicken migration. Chickens crossing the road to get to the other side. If Stupidman hits one, he'll lose points. So the point of the whole game is to see how many points you can get when you finish it. And h

Gamegearguy

Gamegearguy in Nintendo NES

Stupidman (part 6)

Finished the museum's inside, except for two things: programming the raisin room activity, and composing and putting in museum background music. I'll compose the music tomorrow and work on the raisin room stuff on Friday. I had to move the score's position to the right because it was interfereing with the rooms that went up. After four or so excrutiating hours, Stupidman can walk freely around the museum.

Gamegearguy

Gamegearguy in Nintendo NES

Stupidman (part 5)

More work on Act 2. Tidied the museum up a little... And began the insides of the museum: I'm not going to work on this tomorrow because it's my birthday tomorrow so I don't want to get angry on my birthday. I plotted the inside of the museum. I made a map of what I want the inside to look like: The plan is to use six types of room, each with their own collision detection boundaries so Stupidman doesn't go over the walls. So each "T" style room will be the same (the

Gamegearguy

Gamegearguy in Nintendo NES

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