The TV on the 11 o'clock news and the occasional hoots of a nearby owl keep me company as I work on a new game. I am working on a new Odyssey 2 game. It is a port of Wizard of Wor. So as not to get in trouble with CBS, I have changed the name of it. What would a game about a wizard in a war be called? Why of course: Battlewizard! I made sure to put my custom sound making code in the game so I don't have to work it in with horrid results later. The only sound in the game now is a thud in case you
It took at least a couple of hours straight of coding and rearranging code, but I finally got it working again.
I never did figure out what the problem was though, I just knew it had something to do with one of the variables. I don't know the problem with the variable, so I was really flying blind here.
So now with the problem fixed, the next step is to test it on a real Odyssey². That will have to wait until later today because it's 3 a.m. and my eye hurts and I'm sleepy. It's bedtime
For a change of pace, I decided to work on "Can You Canoe?" for the Odyssey². It took a long time, way longer than I expected, because the alien kept not displaying correctly. Level 4 is on the moon. I decided to make it so that the enemies zigzag after level 3. So the swimming alien moves up and down accordingly.
There will be a total of 6 levels. I don't know what to have happen after level 6, though. Perhaps just go through all the levels again and again until you die. I don't know
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
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
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:
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.
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.
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
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
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
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
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 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'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
So I changed the name of the Xybort game to ZipZap. And I worked on levels 3 and 4. I can't really think of anything else to do, so it may be finished. So I'm not releasing the final ROM because of piracy concerns (although I would be very flattered if someone were to pirate my games).
Level 3 has a yellow ball bouncing around a purple background (along with the usual UFOs) and level 4 has a desert theme with robots following your ship trying to get it. It is really hard to not crash into t
Watch out for the airplanes flying from right to left. So I didn't have a very hard time with this, except for the making my code I wanted it to be easier working a couple days ago. I wanted to make the levels differing code at the end so it wasn't interfering with the code structure. But this proved to be a difficult task since it wasn't working on a real Odyssey 2. It wouldn't get past the title screen.
But eventually I made it work. I added a boss which moves around horizontally. The nex
After a two month hiatus, I recently began continuing work on this game. I added a few things, but I want to add a whole lot more. So I think this might end up being an 8k cartridge. Tonight I worked on adding a second enemy in that shoots at you. Oddly, I got finished at about 3 a.m., but the previous night was spent trying to make what I have work on a real Odyssey 2. I FINALLY got done at about 7 a.m. yesterday morning, even though I started work both times at about midnight. I love my Odysse
I have decided to make a new Odyssey 2 game. It will be called Xybort. I have been playing around with the title screen trying to get it just right. That's all I've done so far, though. Perhaps tomorrow I will actually work on the in-game stuff now that the title screen is completed.
In case you're wondering, that white x above the big X is a sparkle. It switches between an multiply sign and a plus sign very fast, creating an illusion of a sparkle. In case you're wondering what Xybort
So after a well-deserved sleep (I slept for about 16 hours), at 2:30a.m. I was up and at 'em again. Made a new little enemy to replace the turtle. I think it looks kind of like a goomba, but I was careful not to make it look too much like one.
I had a little bit of room left, so I figured with it, I could animate the fireball. After using too much room, I simplified a little bit of code near it to make it fit. Very snugly, though, since even though I'm using 2,037/2,048 bytes, it won't