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
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
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.
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
Put in the act 2 introduction tonight. Stupidman arrives at the museum.
Next, I'll put in the museum's inside. Stupidman has to arrive at the room where the raisin is kept. But which room is it? Stupidman doesn't know. Because he's stupid. So next, you'll help him find the raisin room. The museum's inside will look and feel like Adventure for the Atari 2600. Instead of dragons wanting to eat you, it'll be Ming vases floating around and if you touch one, you'll lose a lot of points. But
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 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 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
I had finished the game when I was playing through I discovered that it froze every certain place in level 3. I reached out for help in the NES Discord. I found some lovely people who were willing to help. Eventually, I figured out what they were trying to tell me and after a few days of me trying to figure stuff out, I eventually got it back working again just now. I played through the whole game without it freezing, which is no small feat because I think it takes about 20-25 minutes to do.
Work begins on level 10, the final level of Hamburgers En Route To Switzerland. I tried to make it reminiscent of (and not ripping off) the castle levels of Super Mario Bros. This is what I made.
The picture on the wall is one of a milkshake. I should have made it look better but I couldn't. So anyway, now that I know how, I think I should go back and redesign the earlier levels. But I don't know what I could put besides clouds in the sky though. I need to compose some music for this l
Level 9. Almost done. I spent almost all day on this, trying to make things just right. Here is a screenshot of level 9 in action.
I need to make a song for this level. I'll do that tomorrow. And then after that, work on the final level and the ending. Then it will be testing time, as well as code fixing time. It was very hot today. So the a/c is trying to run a lot. It got to 94 degrees today.
So what I was trying to do was make a circle using the least possible amount of tiles. I thought a simple circle would take, oh, about 16 or so. Not so. So I drew a picture of the planet in M$Paint, then entered it into NESst (a NES drawing program). Apparently it took 36 to draw a small Saturn and its rings. This is how the level looks after I cleaned things up:
I also composed some music for the level. Next to do is design level 7. I figure a desert level would be really hard and mak
I tried to draw a circular planet for level 6. I analyzed a circle in Photoshop. I really tried hard. And yet this is the best thing I can do:
It looks more like a diamond than a circle. I'm giving up the space level and on to a different place.
Discovered I had more tiles than I thought I did. So I updated the forest level and put in a song for it.
So now here is a list of stuff I need to do next:
compose music and draw screens for levels 6-10
add in taco handling code
compose music, draw screen for, and code for ending.
make it so 50 enemies go through and then end level.
The last one I decided the game would be more interesting, and the score would be useful, if I make it so 50 enemies get th
I was pretty unhappy about my Atari 2600 game I had been making, so I decided to return to something that I was happy about: My NES game. I "drew" level 5 that is in the game now.
So this is a one-man production. I'm doing everything here. I have total control over it. The goal is to fit a 10-level burger shooting French fry game into 40 kb. I'm almost up to #B000 out of my alotted #FFFF. But the game is only about 50% completed. The nacho-shooting pizza is now in the game. He shoots n
So I made a mountain.
And I thought to myself "What is the point of all these level changes?" So I thought some more and I thought perhaps different enemies could be introduced the further the game goes along. But what enemies? I thought and got "taco". I tried to draw a taco. While failing to draw a taco, I thought "perhaps a pizza." So I drew a slice of pizza. The pizza shoots nachos downwards. It will be introduced in level 5. The taco will be introduced in level 8. It won't shoot a
Yesterday and today I was having so much trouble with the game and bugs kept popping up everywhere that I had it. I deleted all the in-game code and started over again. This time I tried to keep things very simple. And you know what? I think it worked. I haven't had any problems (well, except for the triangle noise being too loud, but I don't know how to fix that. And why call it a triangle noise? A triangle goes "ting!" when you strike it, but the triangle sounds like when you pause in Super Ma
So I added the milkshakes going different directions. And I worked on level 2. It took a few days but I finally got the seaweed green and the score color white.
I had to learn how to use multiple palettes in order to do this though. And earlier I made a new song for the second level. So now I need to link level 1 to level 2, so when level 1 ends it goes to level 2. It starts on the level I have been working on.
I also got a chance to play Doodle World for the NES. It has a little
Today's task was discovered after I tested my latest 40k version of Hamburgers En Route To Switzerland on my NES Everdrive and discovered it didn't work. I was trying to make it more than 24k. So a few hours later, after changing stuff I don't know how many times, it finally got working. I also made the milkshake look more like a strawberry milkshake.
Looks much better, don't you think? I was also working on trying to add some sort of randomness to the milkshake's y position getting ro
It took a couple of hours, but I finally made the milkshakes shoot onion rings. Just like in the Game Gear versions, the vanilla ones always shoot, the chocolate ones shoot sometimes and the strawberry ones never shoot. I also added a bunch of new sound effects and other minor changes as well, like adding more clouds. It's amazing though that I can fit all this into just 24KB. What if I need to make it bigger? Will it just automatically grow bigger or do I have to do something? I'm using C and c
I have been working on this a lot. I've made a website where you can get the latest version. So I will keep working on it until I get my NES Everdrive, which should happen on Monday, but the USPS already lost one of my packages recently.
Among the changes:
pressing start pauses game
added score and lives to the game
added a couple of sound effects
milkshake now moves
Pressing B makes the burger shoot the French fry out. I finally figured out how to make multi