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Author Topic: lowercase i (WIP)  (Read 15287 times)
Chris!
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« Reply #30 on: June 17, 2016, 03:31:29 AM »

Screen 8 finished. Once you get to the right side of the screen, it goes crazy because I haven't programmed screen 9 in yet.
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Rafael
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« Reply #31 on: June 17, 2016, 03:57:54 AM »

Screen 8 finished. Once you get to the right side of the screen, it goes crazy because I haven't programmed screen 9 in yet.

I like it. But smoe obstacle is needed. Maybe you can try some birds flying  R to L
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« Reply #32 on: June 17, 2016, 04:24:52 AM »

I found a bug in version 26. It has been fixed and updated to version 26a.

I like it. But smoe obstacle is needed. Maybe you can try some birds flying  R to L

I'll try to do it next time I resume work on this. I might not be able to do it though. It gets picky if I try to add stuff on top, like on previous games.
« Last Edit: June 17, 2016, 04:34:37 AM by Chris! » Logged

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« Reply #33 on: June 17, 2016, 08:02:41 AM »

Added an H flying above on screen 8 (with the now-leaner wall.)
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« Reply #34 on: June 17, 2016, 11:01:06 PM »

Added an H flying above on screen 8 (with the now-leaner wall.)

 Cool
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Chris!
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« Reply #35 on: June 17, 2016, 11:03:39 PM »

There's something I don't get though: When I put it on my C7050 cart, the title screen i displays correctly, but if I turn it off and turn it back on again, it's all screwed up, like one time it showed an R above a T. When I turned the power off and back on again more, it always displayed correctly again. Or is it just a problem with my C7050 cart?
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« Reply #36 on: June 18, 2016, 02:22:11 AM »

I have made instructions for the game. I managed to fit it all on one page so the booklet can be a 4-page one, although I want it to be 8 pages with i illustrations. That would be really cool. I also fixed a bug pertaining to screen 8, where if you touch the H, the H restarts on-screen. I moved it off screen.
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« Reply #37 on: June 18, 2016, 04:39:51 AM »

I made the i weaker, so the game is a little bit harder. At some point, I will introduce a healthy thing for the I to get (a jar of mayonnaise) to replenish his health.
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« Reply #38 on: June 18, 2016, 07:50:51 AM »

Was wondering if characters went behind the sprites or in front of them. Turns out the characters go behind the sprites. Such is with this ketchup bottle. The white is the round character (31h) and the red are sprites 0 and 1. And I will have the ketchup bottle disappear once the player touches it, so it shouldn't have time to go crazy (which is why I added the red border around the white character, and the round character is apparently only 6 pixels long instead of eight) since the i is made up of characters and characters go crazy if they touch each other. It has to be this way because if I used the block character (2fh) it is 8 pixels wide and therefore the characters would touch each other and go crazy. (I changed the mayo to ketchup since it's easier to draw a ketchup bottle.)
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« Reply #39 on: June 18, 2016, 09:30:14 AM »

Here is the ketchup bottle and the i to show you how big the ketchup bottle is.
I just thought of something: the character and the sprite automatically are touching each other. That's no good. Unless I make it so that if there is a collision between the character and the upper half of the bottle (sprite 0), which I must do in order to keep this ketchup bottle design. I'll have to say the i must open the bottle by touching the top of it.
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« Reply #40 on: June 18, 2016, 09:37:09 AM »

Thinking aloud here. What would probably be easiest to do is just remove the K from the ketchup bottle, that way I can test for either a sprite 0 or sprite 1 collision with the character.
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« Reply #41 on: June 19, 2016, 12:12:05 PM »

Added the ketchup bottle on screen 9. It was extremely hard, and if you play it on real hardware, there's a tiny bit of visible noise below where the ketchup bottle used to be once you touch it. The hard part was making it so if you get the ketchup bottle and have more than 69 points to make it 99 exactly. Because getting the ketchup bottle puts 30 health points back on your health total.
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« Reply #42 on: June 19, 2016, 01:39:05 PM »

I could not for the life of me figure out how to make the stuff go away upon collision with the bottle, so I just gave up and made the bottle label sprite 2. I also fixed a bug that happened when you got the bottle and your score was between 69-94.
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« Reply #43 on: June 23, 2016, 03:08:40 PM »

I want to work on this game again but I have no ideas for right now. I plan on making the third bank's grid color blue for an idea I thought up for a river, but right now, I don't have any ideas on how to finish out the bank. I figure I could be able to squeeze one more idea in before the bank ends. I have used 1,496 bytes of the 2,048. So yes, I'm planning on making this an 8k game. I need all the space I can get. The idea I have for the river is that there's a block floating around in the sky and some way to shoot it down. The object of this screen would be to make the block land in the river so the I can get across. In case you miss, you can go back to the previous screen and back ahead for a fresh start. But first I need to finish this bank up.
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« Reply #44 on: June 23, 2016, 03:27:48 PM »

Question time.
If I make the game 8k, it will have four banks. I would like the game to move from bank 2 to bank 0. Does this mean that bank 1 must be filled or can it be empty in order for the BIOS bank jumping routine to work correctly?
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