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About this blog

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

Entries in this blog

Channel F: the F is for Food.

I got back to working on my Adventures of the Stalk of Celery game for the Channel F. I decided to attempt an idea I just finished for the Game Gear: I decided to try and put Yum! on the Channel F. It's a playable game now, but I'm wondering if I should add something to it. In this version, the good food are ripe cranberries (one is pictured), and the bad food are unripe ones (which are green.) I am wondering if I'm okay with Mr. Celery's eyes and teeth being light green or if I should

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Gamegearguy in Channel F

Nintendo Gamecube

So about 22 years ago, I just brought my Gamecube back home after standing in line at EB (has it been that long?!) I got home and played Luigi's Mansion. I wasn't all that impressed. I didn't like it. Sure it looked great, but I didn't like it for some reason. More games came out. I got Mario Sunshine. It was too hard. I got Mario Kart: Double Dash. That was an okay game. A few times I've stopped playing it for years on end and then picked it back up again and played it for a few minutes only to

Beer-loving rabbits

Here is one. As a webcomic cartoonist of a really unsuccessful webcomic page, I really don't care if I have proper grammar or not. But I just got curious. I had made a riddle, and I decided to put it in comic strip form. But I was having trouble with the phrasing in the first panel. I eventually got this. I was wondering if it was correct or not. I needed to make sure the reader knew it was a rabbit, not some sort of really deranged cat with long ears or something. Since I can't draw a

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Gamegearguy in personal stuff.

Yum!

I wanted to work on a Game Gear game, but I didn't want to work on the updated burgers game. So I found some old game I was working on and stopped and picked back up on it. I still think it's really simple, though, but boredom trumps simplicity. This is the title screen for Yum! It's a very simple game, but it's like nothing you've played on the Game Gear before. Here is the gist: Various food keeps moving towards your hungry mouth. Pressing 1 closes the mouth and pressing 2 opens

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Gamegearguy in Game Gear

Q version 25

I got tired of working on Pineapples, so I decided to work on my Q game. I don't know why, seeing as how it's not a very interesting game, at least it isn't to me. But I need to find things to do while I wait to die, so I decided to do this. I wish I could die now, but I can't. I thought to myself "What can I do to make the game longer?" So I decided to slow the game down. When I thought about it, the q was moving fast, like running. But you can't run a long distance without your legs hurti

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Gamegearguy in Odyssey 2

Exploring my game

While working on Golden Pineapples, I've discovered that the puzzles I make usually have more than one solution, especially since you don't need to clear a pineapple to jump. Well, I made that because I thought Lazlos' Leap is too hard. I spent at least half an hour trying to solve one of their puzzles. So I go back and found a bug for some reason it showed an extra pineapple in puzzle #3 after completing level #4. I was working backwards through the puzzles. I think I fixed that problem, b

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Gamegearguy in Game Boy

Moves counter

I thought I'd be done after making a lot of changes, but I thought of one more thing I could put in the game: A moves counter! That was missing! So I put one in. This was surprisingly easy to add in the game. I made it so after you move 255 times, the move counter stays at 255. Haven't actually needed to use 255 moves. And I hope the puzzles don't need 255 moves to complete. I like to think of the moves counter as the "score" for this game. But the lower the number the better. So

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Gamegearguy in Game Boy

Nine pineapples!

Even though I haven't a level yet that does it, I made it so if I felt like it, I could put nine pineapples on the screen all at once. I tried to reduce compiling time, I got it down to two minutes, that's down from the 3-4 minutes I was putting up with unwillingly. I also made a Super Game Boy border for the game. I moved a bunch of stuff around, I put the Super Game Boy border in bank 2. I put the main "engine" and most of the title screen stuff in bank 0. Puzzle data is now stored i

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Gamegearguy in Game Boy

Level 3, other changes

So I decided to put the level select screen at the title screen. You press up or down to select a game, then start to start it. I added a new level. which is in my opinion, the hardest one yet. I also added a short level completed jingle, a sound for successfully moving a pineapple, and a buzz for moves that aren't allowed. I'd like to either cut the music off or make a new song. Most likely I'll cut the music in game. I worked for about 6 hours on this this morning trying

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Gamegearguy in Game Boy

Levels 1 & 2.

I was able to put the pineapples in the game. I made a couple of levels. The game is different from Lazlo's Leap in that you can jump over nothing. I made it like that to make creating puzzles easier. One thing you can't do is jump over a pineapple and land on another one. So that makes this puzzle harder. But it's still easy. This morning I worked on making another level, this time with four pineapples. I also added the ability to reset the puzzle you're on by pressing the S

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Gamegearguy in Game Boy

Cursor working

So I woke up at about 11 p.m. or so. I immediately went to work on this after getting up, eating breakfast and taking my pills. It took about two hours or so, but I finally got a grid and a cursor that moves around. The problems were related to how to convert the numbers of the cursor's x and y position so they could be used in the lookup table I made for the grid. One difference between "Lazlo's Leap" and this game are seen even though it's very VERY early on (and may not get finished

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Gamegearguy in Game Boy

A new Game Boy game.

I finished Frank the Fruit Fly some time ago. Now I need to work on something else. I played some Super Game Boy games a few hours ago, which led me to wanting to make another Game Boy game. So I made a nice little song and a nice little title screen for my new game. I kind of wanted the pineapple to be bigger, but space was limited since I needed to also put in the font and a few punctuation marks. But I have a problem: I don't know what the game should be about. I'm leaning towards a

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Gamegearguy in Game Boy

Squishing grapefruits.

Now Eli can squish grapefruits. To squish a grapefruit, you walk up to it when it's done falling and when you're touching it, you press B. Sound easy? Try doing that with a Grapefruit Monster (or two) roaming the screen. I redesigned the Grapefruit Monster so I think he looks better than he did before. Feel free to design your own grapefruit monster and I might use it in the game. If you do, be sure it fits within a 16x16 pixel square. Unfortunately, only one sound can be played a

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Gamegearguy in Genesis

Back to the elephant.

Worked on "An Elephant Stomping on Grapefruit" again. I got the Grapefruit Monster in. He jumps. He can now jump on the platforms as well as fall off them. The Grapefruit Monster's purpose is to be avoided by Eli (the elephant). If Eli touches the Grapefruit Monster, he'll lose a life. I don't know how many Grapefruit Monsters I can put on the screen at the same time. I don't even know if this latest version will work on hardware because I lost my Genesis everdrive. Well, at least I go

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Gamegearguy in Genesis

Frank the fruit fly - changes.

I thought "I have some unused background tiles, so why not try to make the title screen a bit nicer?" So that's what I did. I replaced the text with the title spelled out using background tiles. I think it looks better. Especially since it wasn't centered with the text. Well, this isn't exactly centered either, since the title I wrote couldn't be, it's off by 1 pixel, but it still looks centered enough. I made contact with a guy who released my Virtual Boy game who says he may be able

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Gamegearguy in Game Boy

Frank the Fruit Fly box

The gnome thing for the celery game was not going to work. The speed of the gnomes got slower whenever the celery was moving and sped up again when he wasn't. I think that was a sign of me trying to put too much code into the game. I was really bored yesterday. I decided to see if I could make a box for my Game Boy game. I got a template for a GB box. Yesterday I worked on the front and today I worked on the back. This is the front I designed: I debated a long time against myself

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Gamegearguy in Game Boy

Adventures of the Stalk of Celery continuing

So I went back to Channel F programming. What's unique about it is its palette. And the fact that moving an image does NOT erase the previous image so you have to do it yourself if you're moving, say, a "sprite." Working on the sixth and final game. I made it so you can select a game instead of needing to beat the others to get to the one you like the most. So you can choose the final game from the menu I made. This is what I do to test my final game. The stalk of Celery needs to move

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Gamegearguy in Channel F

Testing.

I spent most of last night finishing up my Robot Ron game. It's come to the point where I think it's finished. Now comes the testing/feedback part. I have a few testers to test the game for me and tell me how I did. The changes I made: each enemy is introduced in each wave until all four enemies are in. Then the game becomes a fight for survival as (with most Odyssey 2 games) you only have one life. added a game over screen. changed the numbered box enemies to more alien-look

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Gamegearguy in Odyssey 2

wave 999

So work resumes on Robot Ron. People said I should drop the "in 2084" part of the title. So I did. It's now just called Robot Ron. But it was hard today. I may fear I will run out of room trying to put a Game over message. I only have about 300 bytes left in the bank where I would put it and about 900 bytes left in the other. But an odd thing happened while I was trying to put more code in. The game got slower. I have no idea why it would do such a thing, so I had to backtrack and rework it a co

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Gamegearguy in Odyssey 2

Changes to Frank the Fruit Fly.

First off, I managed to put in the wanderer enemy in Robot Ron in 2084. But I've decided to take a small break from that. I moved on to the Game Boy. While having an insomnia bout, I managed to get in a Super Game Boy border to Frank the Fruit Fly. Then I slept about all day Saturday. I made some more changes to that game after I woke up. I changed the title screen after realizing there was no copyright date on the game. I also changed the music in level 2 because it sounded quite weird wit

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Gamegearguy in Game Boy

Robot Ron in 2084: February 23, 2023 update

I decided to change the characters to sprites. The characters looked really lame, so I decided since I had two available why not use one? Since I don't have any awesome ship sprites designed (that's where you come in), I used boxes as place holders. Unfortunately, I had to change my really cool border to a plain one since my game was showing signs that it was thinking too much. When there's too much code, the top of the screen goes crazy and blinks a lot. So this is what the game looks like now:

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Gamegearguy in Odyssey 2

Robot Ron in 2084: February 22, 2023 update

So the game is beginning to take a better shape. I added a new type of enemy which goes really fast (pictured.) This enemy moves straight and when it reaches the other side, a new enemy comes. The enemy that chases you will not disappear until you shoot it. I changed Ron's missile to be more of a ring shape. My plan: four enemy types total. each wave between waves 1-4 will be introducing the enemies (with the zoomer being in wave 4 because it's really hard to hit.)

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Gamegearguy in Odyssey 2

Robot Ron in 2084

So someone made a controller "coupler" for the Odyssey 2. What this does is puts both controllers together with a piece of plastic. I guess so you can hold both of them like you would, say, an NES controller. So now a game like, say, Robotron 2084 would be a cinch for games that would benefit from such a thing. And that's what I'm doing. I'm making one of my "semi-ports". This won't be like the original Robotron 2084 because my plan is needing to shoot a certain number of enemies that pop u

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Gamegearguy in Odyssey 2

New music

So I discovered that when the music loops when the volume is low, it clicks when it loops again. How to get around that? Careful start and stop routines between each song part will do it, along with keeping the music parts below 9 lines, and keeping the volume at 5C (as opposed to full blast, which is 7F.) I was able to get an IMO decent song with this in just four parts. It's on the title screen right now. Since each part only has 8 notes, I had to get the tempo really low. It's at 25 BPM

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Gamegearguy in Genesis

Try to break my game.

So I got everything working on my Genesis game. You can download what I have so far here. I added a few things. Like a grapefruit. I thought grapefruits were green. I guess I was thinking of a honeydew melon. This particular grapefruit is teetering on the brink, but it won't fall. I thought a good thing to do is press B to stomp. So I will work that in now that I have grapefruit in the game. Right now the grapefruit does nothing. Another thing I will add in are some grapefruit monsters

Gamegearguy

Gamegearguy in Genesis

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