Worklog for Mark1nc

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Marble Insanity - BlitzMax-ified(Posted 2006-04-10)
Making slow progress on the porting.
Game engine is close to where it was in BB2D.
Split into several import files was a challenge,
but it's playable again now.
Got analog control working too.
A few issues remain:
- name entry for hi-score still broken
- sound frequency settings
- piano toy needs fixin

The Gfx/Map editor:
Slowing fixing this up.
It's almost useable again!
Biggest hurdles:
(Image buffer would be handy!)
- image manipulation stuff
- text entry stuff
- magnifier


Annoying things:
Import to BMax hiccups like
'Delete bb32'

Check out my new game AtomHex

Marble Insanity(Posted 2006-03-03)
It's been a long time...

Back from the grave - porting over to BMax.

So far so good.
The game (90%)
It mainly complied and made the transition.
I need to rework some image issues (font tinting, etc.)
Sound needs some work with pitch setting and looping.
Music needs rework too.
File takes 2 minutes to compile - needs to be broken up.


The editor: (70%)
Relied on SetBuffer(ImageBuffer()) in many places.

Check out my new game AtomHex

Marble Insanity(Posted 2004-07-26)
July 26, 2004

Slow and steady wins the race. Ha!

; Jul 25
; work on flippers
; storm animation

; Jul 18, 2004
; screen out unicode for piano music - TODO - screen out all bad characters
; Debugging: Hit Y to interupt track loading to select a specific level to load

; Jul 14
; pre-load music file for music control toy


Check out my new game AtomHex

Marble Insanity(Posted 2004-07-09)
July 9, 2004 - the Back to work! issue...

; July 8, 2004
; lots of graphics tweaks, colour fixes, etc
; tracking down wall shadow glitch - adjusted regular bottoms up by 72
; adjust wall shadow lows to prevent walls from being skipped
; changed high scores to 10 entries per set
; changed high score name length to 16 from 8
; grab mask colour from pixel 0,0 in block sets (handle 32/24/16 bit issues)

; April - June, 2004
; C200 Exchange Blocks and Hart I/O Replacement


Check out my new game AtomHex

Marble Insanity(Posted 2004-07-06)
July 6, 2004

Well.... I fell into that bottomless pit called work.
Finally managed to crawl back out, nearly 3 months later.

I played with the code last night. Trying to fix some problems with shadowed column bottoms not being drawn.

More news at 11.


Check out my new game AtomHex

Marble Insanity(Posted 2004-04-14)
April 14, 2004

; Apr 13
; level 17 stuff - testing AND/OR gate toys
; fixed bee height
; stun sound only played if not cracking
; stun sound updated

; Apr 7
; editor draw optimizations - uses cell_low field

; Apr 6
; more joy controller rework
; fixed a cloud bug (zapping tiles off map)
; menu keyhit left/right problem fixed
; push vector and movement vectors drawn over ball - F7

; Apr 4
; menu work, joystick work, audio and sfx settings
; push decay adjustments
; p\controllocked added to prevent control on ice
; mapdraw x row optimization

; Apr 3
; increase joystick direction change to 15 degree steps
; fire only affects ball when on same height
; fire uses lasered death effect


Check out my new game AtomHex

Marble Insanity(Posted 2004-04-02)
April 2, 2004

; Apr 2
; joystick control changes: when pushing (no button), current energy is
; slowly changed to direction you are pushing at 60 degrees/sec
; (2 degree steps at 30 tics/sec)

; Apr 1
; triggers - changed 'particular' trigger to handle bits 0-7 for each ball type, 1-player 1, 2-player 2, 4-blackie, 8-grey, etc.
; adjusted map draw range (variable y start, max 40 wide) - cuts out over half the elements in the map array
; fixed level38 triggers (poppers were not triggered)
; fixed level 24 Q*Bert triggers (to account for above changes)
; fixed other spike style drawing (correct z and correct frame #s)


Check out my new game AtomHex

Marble Insanity(Posted 2004-04-01)
April 1, 2004 - This ain't no joke.
Feeling like I'm getting closer to the goal of a demo release.

; Mar 31
; added JoyHit() count into movement code
; added Grabber, renamed Hand to Tosser
; added 2 more big tubes (for level 44)
; added levelname display for file selection
; steve's spikes added

; Mar 29
; added sensitivity settings to controller menu


Check out my new game AtomHex

Marble Insanity(Posted 2004-03-29)
March 29, 2004

Awaiting some updated graphics from Steve.
In discussion about joystick control issues.

; Mar 28
; added another drain
; fixed drain collision area
; level 44
; more cal_map_lows() tweaks
; JoyHit() fixed - button 1,2

; Mar 25
; restricted areas for UFO, Ghost, etc
; JoyHit() needs work - button 0,1?


Check out my new game AtomHex

Marble Insanity(Posted 2004-03-24)
March 24, 2004


; Mar 23
; new popper graphics from Steve added in, image height increased to 48 from 32
; popper only affects ball once
; popper collision height adjusted to 16 units
; fixed controller menu glitch
; sndfx low level set to .005, until Blitz SetVolume(0.0) bug is fixed
; cell_bottom used better in calcmaplows() - more optimization needed
; black marble only charges when player marble is close to same height
; incorporated 2 fire buttons into player controls (for special levels - flippers!)
; don't draw left and right facing blocks - not seen!


Check out my new game AtomHex

Marble Insanity(Posted 2004-03-22)
March 22, 2004

; Mar 20
; removed calls to HalfTile() from draw routine - moved to calcmaplows()
; removed ball screenx/screeny calculations from Draw_Map() to UpdatePlayer()
; various Draw_Map() optimizations
; WIP level 79 - fans and a ramp
; level 15,38,17 tweaks


Check out my new game AtomHex

Marble Insanity(Posted 2004-03-18)
March 18, 2004

Set up a WIP page here:
http://www.incitti.com/Blitz/wipimages/

; Mar 18
; ball damage counter reset on reappear
; added map overviews (F11) in game
; created pngs of each level

; Mar 17
; cleaned up userprefs file
; added sparkle effect to note attack
; adding fire 1, fire 2 keys to control, config
; small font uses default colour for menu screen
; use small font for key config menu
; moved OptionsSelect() code to menu include file


Check out my new game AtomHex

Marble Insanity(Posted 2004-03-17)
March 17, 2004 - Happy St. Patty's Day!

Working towards releasing a demo soon...

; Mar 16
; revamp ESC key function - now opens Options menu
; with sfx/musc/control setup and Continue/Quit
; mouse, key and joy sensitivity added to userprefs
; fixed bug in acid pulling marble to centre of pool
; couple changes to level 15

; Mar 14
; gfx adjustments for level 15
; level 20 work
; fixed icon display in editor
; fixed elevator display in editor
; acid kills only when marble is on same z
; made collage of level 38


Check out my new game AtomHex

Marble Insanity(Posted 2004-03-15)
March 15, 2004

I've placed a couple images online:

The Editor:


Level 38:



Check out my new game AtomHex

Marble Insanity(Posted 2004-03-11)
Mar 11, 2004
(Slow week. Here's last weeks stuff.)

; Mar 3
; icon pickup - only when near icon x,y and z
; more work on lev 15

; Mar 2
; spider random heights on start
; spike height adjustments
; level 15 work

; Feb 25
; added cases for Witch transform Code:Draw_Marble()
; draw some walls in bigger steps Code:Draw_Map()

; Feb 24
; choppers added to ignore lift list in satisfy_constraints()
; modified fire gfx
; chopper z+64 from (12 to 45) not (25 to 45) in calc_z_at()


Check out my new game AtomHex

Marble Insanity(Posted 2004-02-24)
Feb 24, 2004

Slow Progress - Evolution

; Feb 23
; fire gfx
; fire frame count corrected (0-7) not (0-8) Code:Update_Toys()
; clock gfx added for freeze time icon


; Feb 22
; snowman animation speedup Code:Update_Toys()
; snowman graphics changes

; Feb 21
; marble redraw changes Code:Draw_Map()
; marble redraw when overlapping catapults Code:Update_Toys()

; Feb 19
; combined the player 1 and 2 time draw code Code:Draw_Time()

; Feb 18
; modified marbles' dots rotation Code:Update_Dots()
; faster flash for time left < 10 secs Code:Draw_Time()
; don't redraw marble when cell top height > marble height Code:Draw_Map()

; Feb 17
; Flash time when less than 10 secs are left (white outlined version of numbers)
; blue outline around numbers when time frozen

; Feb 16
; fixed a few things on level 38
; adjusted the camera centering (Shifted left 32 pixels)

; Feb 13
; Steve working on rendered tiles, based on corner height bmps I created

; Feb 8
; new level - 32 (creating new levels helps in finding bugs)


Check out my new game AtomHex

Marble Insanity(Posted 2004-02-05)
February 5, 2004

A couple things I forgot to mention:

; Feb 3
; Menu tweaks - circular pattern added
; more work on level 38
; added freezetime icon (flashes time left)
; modified the ball drawing to draw all balls on a cell
; adjusted ball bottom check to 16 from 32

; Feb 1
; new levels 31,38
; updated shadow blocks and wallblocks 101, 108 bmps
; updated south and east art bmps
; updated some shading on blocks 1 bmp
; increased bee damage
; fixed some CPs on level 4
; changed flip and vwait command order


Check out my new game AtomHex

Marble Insanity(Posted 2004-02-04)
February 4, 2004

Let's see... Hmmmm
Flu, Christmas break, Work.

Got a few new tunes from Mike.
Made a couple new levels.

Here's the breakdown...

; Jan 23
; added 8 types (colours) to pop up pegs

; Jan 22
; side press collision rectangles/behaviour & damage WIP

; Jan 21
; modified draw to use smaller blocks for splitlevel walls WIP
; modifying blackie behaviours
; side press collision rectangles/behaviour & damage WIP

; Jan 11, 2004
; fixed CPs for levels 4,5,6,7,8
; editor changes - SHIFT and -/= to adjust CP number

; Jan 8, 2004
; editor changes: -+[] for cp adjustments
; renumbered level 3 checkpoints
; added .it to music file types in editor

; Jan 2, 2004
; renumbered checkpoints for level 1 & 2

; Dec 9
; keyboard keys corner heights fixed

; Dec 4
; keyboard tweaks(speed, multinote, stopsound for loops when key is released)

; Dec 3
; keyboard fixes - added piano_type to allow keydown time

; Nov 23 - Dec 1 Flu Season!

; Nov 22
; tron transport discs


Check out my new game AtomHex

Marble Insanity(Posted 2003-11-21)
November 21, 2003

I've been working late at my job the past few weeks - so not much free time for marbles. Here's some stuff that I managed time for:

; Nov 16
; more side press work, timing, image tweaks

; Nov 13
; better, longer rendered flippers - 5 frames in a 5X5 grid(collision work still needs to be done)

; Nov 9
; pengo star blocks (3 in a row) scores 5000 pts
; press gfx adjustments
; notes gfx adjustments

; Nov 3
; diagonal fans tested and working!
; prelim flipper work (respond to key/button press)

; Oct 30
; diagonal fans - rotated influence rectangle added
; flippers - in a 4X4 grid


Check out my new game AtomHex

Marble Insanity(Posted 2003-10-30)
October 30, 2003 - The Pre-Hallowe'en update.

; Oct 29
; more work done on side press / crushers - now moving!

; Oct 27
; more checkpoint work - working much better now
; update_camera changes - don't follow player if they are falling off edge
; fixed pinball drop target collisions
; mapgfxeditor - added H for cycling the CP size (G key) and SHIFT-G for no-incremental CP order

; Oct 26
; light cycle crash adjustments
; recognizer are drawn, need AI code
; drawbridge adjustments, bump of edges when up
; Tron disc now kills and with sfx
; checkpoint work for 2 player placement when offscreen


TODO:
Programming:

- witch - flys around - randomly, turns player into blackie, frog, squeezebox, snowman, penguin, etc. (for 4 seconds)
- recognizer AI - for tron level, search and destroy
- press - side crushers (collisions)
- transporter (same as teleport)
- snowman - screen position, animation frames
- piano keyboard - traction, slope effect, keydown time etc.
- fans - diagonals (use x+y line for effect range)
- pengo star blocks
- rotating door x, +
- pinball flippers / key inputs ?
- blackie light cycle AI
- demon - fire breathing statues - rotate, fire when activated
- snake - chase / swallow
- squeeze - accordian


Needed Artwork:
- huggers, egg pod
- anims for Black marble (dizzy, break, etc)
- bird animations (4 directions)
- water tiles (4 frames, 8 directions)
- witch
- storm
- snowman (better arms, etc)
- spikes
- hand
- lift/drawbridge shading
- vacuum wind anim needed (particles?)
- smooth the beach ball
- clouds (more shading)
- more realistic ice blocks
- generators (disc, dart, note, gridbugs, etc)
- rendered doors (N/S, E/W, rotating)
- ball split anim for guillotine
- flippers ( 4 frames X 2)


Check out my new game AtomHex

Marble Insanity(Posted 2003-10-23)
More exciting stuff to report on...


; Oct 22
; light cycle crash anim
; exploding blue/red or black blocks added to weather fx (used for crash)

; Oct 21
; penguin stuff, some recognizer stuff

; Oct 19
; more penguin stuff - walk, slide, turn

; Oct 17
; penguin stuff

; Oct 16
; recognizer gfx, penguin gfx

; Oct 8
; more storm work
; editor fixes - checkpoints shown on isomap (press F7)
; red for toy bounds
; background tile selection cleaned up (F2/F3)
; help file updated

; Oct 6
; more m-block styles (normal, icy, breaking, pengo star)
; Storm/tornado work
; checkpoint array (used by storm and player offscreen/restore)

; Oct 3
; Parameter and Map Detail window toggles added in Editor


Check out my new game AtomHex

Marble Insanity(Posted 2003-10-02)
Oct 2, 2003 - I can't believe it snowed this morning!

Progress: Slower, but still moving forward!

; Oct 1
; added flippers
; fixed half-blocks in editor
; increased disc speed

; Sep 30
; crusher - sfx trigger when it drops and only if onscreen
; increased light cycle speed
; ribbit only when frog is onscreen
; sped up guillotine drop

; Sep 28
; added grid_type for keeping track of light cycle grid tiles
; other light cycle tweaks
; 2 player offscreen behaviour mods

; Sep 25
; work on light cycles (90 degree turns, 2 speeds)

; Sep 22
; more spark tweaks
; sparks now hurt players
; Tron light cycle work
; started piano modifications for sustained key press

; Sept 21
; sparks - in 4 directions, 3 speeds, climb up/down walls

; Sep 19
; more work on sparks and spark generator
; sparks only go in 1 direction for now (See Tron level)

; Sep 17
; sparks added
; water and energy trails modified

; Sep 16
; Light Cycles started (Tron Grid tile type) added to editor

; sept 15
; more changes to notes
; note generator added to toys

; Sep 12
; keyboard adjustments
; notes styles added and cleaned up


Main To Do List:

Behaviours:

- witch - flys around - randomly, turns player into blackie, frog, squeezebox, snowman, penguin, etc. (for 4 seconds)

- penguins - waddle around, player nearby - fall on belly and slide - bump player

- demon - fire breathing statues - rotate, fire when activated

- storm - pick up player, place them back down (on a nearby checkpoint) but dizzy

- snake - chase / swallow

- squeeze - accordian

- recogs - tron level, search and destroy

- press - side crushers

- drop targets - check physics (size, etc)

- transporter

- disc - damage/kill

- snowman - position, anim

- piano keyboard - traction, slope effect, keydown time etc.

- fans - diagonals (use x+y line for effect range)

- pengo star blocks

- rotating door x, +

- Check Points - use odd/even for 2 parallel paths

- pinball flippers



Needed Artwork:
- huggers, egg pod
- anims for Blackie, et al (dizzy, break, etc)
- bird animations (4 directions)
- water tiles (4 frames, 8 directions)
- snake
- witch
- penguin
- storm
- snowman
- spikes
- hand
- lift/drawbridge
- vacuum wind anim needed (particles?)
- smooth the beach ball
- clouds
- ice blocks
- generators (disc, dart, note, gridbugs, etc)
- doors
- ball split anim for guillotine
- flippers ( 4 frames X 2)


Check out my new game AtomHex

Marble Insanity(Posted 2003-09-08)
September 8, 2003

Much work done during my holidays...

; Sep 7
; press gfx, drawing
; removed rollover trigger sfx
; work on energy trail/water - centering trend
; added 2 smaller snowflakes to weather
; more art animation work
; closest dist added to several "nearest marble" searchers
; throwing hand velocity and height adjustments


; sep 5
; sfx - when onscreen only fixes
; ufo - beamup and down - top bottom limits added
; note cannon gfx change
; animated art fixes
; cloud placement fixes
; transform gfx changes

; Sep 3
; note cannon
; really big notes added
; cloud adjustments

; Sep 2
; Clouds, lightning
; ufo x,y bounding box > 64
; changed most sfx to only when on screen
; ghost jumps out when ball act is < 0
; note pipes gfx
; pan flute is 2 tiles wide
; pan flute plays note (freq based on length)
; slippery keyboard
; mblocks die when they reach edge of map

; Aug 30
; fixed crash when bee is deleted
; art animation changes
; changed flute notes to dart-notes


My top TODOs:

- witch - flys around - randomly, turns player into blackie, frog, squeezebox, snowman, penguin, etc. (for 4 seconds)
- penguins - waddle around, player nearby - fall on belly and slide - bump player
- demon - fire breathing statues - rotate, fire when activated
- storm - pick up player, place them back down (on a nearby checkpoint) but dizzy
- snake - slithers, swallows ball
- squeeze - accordian, like the worm/penguin
- recogs - tron recognizers, like slow tanks
- press - side crushers - physics
- guilotine - ball split anim
- crusher - sfx trigger at ?frame?
- target - check physics( size)
- tron transporter - gfx, etc
- water - control - drift towards center
- energy trail - control - drift towards center
- disc - damage/kill?
- snowman - position, anims
- keyboard - traction, slope effect, keydown time etc.
- fans - diagonals (use x+y)


Check out my new game AtomHex

Marble Insanity(Posted 2003-08-29)
August 29, 2003

Another week gone by...

; Aug 29
; horns, note pipes(need more work)
; ghost sfx

; Aug 28
; ghosts! possess you, can be passed(tag) to other player
; ufo and tractor beam gfx updated

; Aug 27
; notes, flute
; flute gfx
; ufo sfx, ball transforms, etc.
; transform gfx - donut, tripod, mesh
; note gfx

; Aug 26
; ufo work
; adding more gfx to editor
; fixed catapult/ball positions

; Aug 25
; transform gfx - blue pyramid and cube
; magnet gfx, collision stuff
; doors, door gfx, placement, collision
; stop bee sfx when dead
; bees wings animate when moving
; discs marble collide only once

; Aug 21
; optional generator gfx added for dart, disc, gridbug
; tractor beam gfx
; big ball and roller now hurt player

; Aug 20
; magnet added
; fixed laser sfx timing
; too many bee stings kill
; icy flag added to moving blocks - Pengo!

; Aug 19
; more bee gfx, coding
; eggs/face huggers
; beehives/bees
; discs


Check out my new game AtomHex

Marble Insanity / MMMarbles / Marble Mayhem(Posted 2003-08-19)
August 19, 2003 AB (After Blackout)

; Aug 19
; discs

; Aug 18
; moving blocks, sfx for bump from player
; rollers
; fixed marble bump from tank, bball and roller

; Aug 16
; fixed a bug with marble drowning viewport setting
; earthquake sfx
; tank fire sfx
; fire weather fx
; weather fx now move with map (fixed to grid x,y), except rain, snow and sand
; tanks behave correctly now - they are 3X3 solids

; Aug 15
; tank collisions with each other
; tanks move around and turn when they hit edges
; turrets rotate and fire missle/darts

; Aug 14 - 4:15 THE BIG BLACKOUT!

; Aug 13
; temp gfx - storm
; temp gfx - spikes - 8 types, 4 frames each
; temp gfx - moving blocks - 32
; temp gfx - Tron disc
; extrablocks updated with gfx
; bigballs - 8 frames - roll back and forth
; rollover trigger (red/dark red button)
; enhance extrablocks.bmp with better images (from final gfx)

; Aug 12
; added tank/turret gfx and ball/tank collision (no missiles yet!)


Check out my new game AtomHex

Marble Insanity / MMMarbles / Marble Mayhem(Posted 2003-08-11)
August 11, 2003

It's been a while...

; Aug 11
; new trigger(#28): - player/ball specific for p1, p2 ,blackie or other (triggered by 2x2 or 3x3)

; Aug 10
; choppers replaced with guillotine
; keyboard changed to 7 keys (to allow multiple sections)
; new triggers - 3X3 and 2X2 - used for q*bert level
; added more side and top art
; fixed laser, dart gfx
; added smoke to laser zap
; added collisions to spring, keyboard, guillotine

; Aug 8
; fixed a viewport bug with acid dissolve
; alien face hugger and moving block added to update and draw code

; Aug 7
; added sand, smoke, sparkle particle effects to weather toy
; and also to harp and fork effects
; added file load for squeeze, spike, hugger and block gfx

; Aug 6
; added errorlog.txt for missing gfx and sfx files
; keyboard with songs (twinle, chopsticks, etc) (no collision yet)
; penguin, roller, bigball, snowman added
; hugger, block added to extrablocks.bmp
; spring

; Aug 4
; start cleanup and optimization of draw loop
; cleanup colours on level 1
; adjust catapult draw locations - needs more tweaking
; rain and snow gfx, earthquake x,y,magnitude added

; Aug 2
; more work on recent additions



; july 31
; more work on bitstream/darts
; harp sfx, behaviour
; added keyboards (nothing drawn yet)
; recog, disc, witch, spring, triggered weather fx(rain,snow,earthquake,wind)
; tron teleport disc

; july 30
; animated art

; july 29
; added plasma gates to top art
; added spider gfx
; added harp gfx
; other grunt work on toys

; july 28
; got some gfx from steve
; MCPCONE gfx added
; gridbugs gfx
; updated catapult gfx
; Bitstream shooter gfx
; worked on MCPCONE, gridbugs

; July 22-27
; placeholder graphics - need some real gfx!
; MCP electric tiles
; grid bugs
; spike stuff
; spider stuff
; darts

; July 21
; level 34 added (test black marble behaviours) - no goal - use F2 to exit
; modify black marble speeds & behaviour added patterncounter (in marbles)
; change checkpoint functionality - p\cpold is set to p\cp when p\cp <> cp (in marbles)
; fixed a bug where menu was looking for a levelset by name but it had been changed (in mm-file-inc)

; July 19
; spider (need gfx)
; spike (need gfx)
; plasma

; july 16
; gridbugs, harp, plasma, mcp
; squeezebox(accordian), tank
; laser zap animation


; july 14
; energy/light trail red, green, blue, yellow - with moving dots
; laser zap
; liquid - drown (need gfx)
; hand - throw (need gfx)


; July 13
; drum work, mover work
; fixed a missing X1000 in score code

; july 11
; catapult size change, new gfx started

; July 9
; working on the drum and mover stuff

; June - July 8
; Busy with work, home renovations, etc.
; some sporadic coding work done:
; added more toys/enemies
; optimizing the draw code
; changed the mover type to a mover count - if 0, nothing to draw in
; that cell
; got some new artwork in from artists - integrating it into the game

; May 31 - June 1
; vacation!

; May 30
; added cloud, ghost, demo, fire, ufo types
; added mover type to cell - contains a flag for each
; moving type and will be checked by draw routine,
; if mover <> null then check it's flags - draw if true

; May 29 -
; added more toys to the editor (extrablocks.bmp)
; 76 - press - sideways crusher
; 77,78 - Cloud - lightning zap
; 79 - Energy Stream -
; 80 - horn - spins around and sends out notes
; 81 - spikes (32*48 4 frames per style)
; 82,83 - UFO - abduction - tractor beam?
; 84,85 - Ghost - posession
; 86 - Hand - grab and throw
; 87 - Liquid - drown when too deep


Check out my new game AtomHex

Marble Insanity / MMMarbles / Marble Mayhem(Posted 2003-05-28)
May 28, 2003

Here's a summary of the past couple of weeks. So many little things to finish up. I'll just keep plugging away at it whenever I get a spare moment.

; May 27 -
; more work on laser tower, more sfx
; tweaked fork
; fall blocks

; May 26
; laser tower - needs better gfx, sfx and affect on ball
; made fork solid (similar to top art)
; tweaked teleport anim

; May 25
; teleporter animation
; strings working
; dissolve block working
; tuning fork working

; May 23
; continued work on new toys - Draw, update, create, etc.

; May 22
; added drum, fork, string, snake, AND, OR, Fall, Dissolve, Flute, Laser Tower and Dart to the editor
; allow for 128 different toys (up from 64)

; May 22 -
; teleport animation added
; no sfx when hammers off screen
; no crash sound when hitting z=0

; May 20 -
; keyboard configure in menu now allows ENTER KEY

; May 19 -
; teleport fixed, sfx added , still needs animation and gfx for teleport pad
; more sfx added
; default sfx for bumper(bell snd), and catapult (throw snd)

; May 12
; bullseye target pushes ball away
; adjusted bumper and crusher timing
; bullseye target doesn't disable
; page up/down added to help screen
; help screen draws static editor image


Check out my new game AtomHex

Marble Insanity aka MMMarbles(Posted 2003-05-12)
May 12, 2003

Been a slow 2 weeks programming wise. Busy with family and work. Got a little bit of coding and cleanup done though.

Artist is working on a trumpet-snake creature - looking
really cool so far.

More as it happens...


; May 11
; bumper hit snd
; drop targets, bullseye target
; lights - with colours and letters
; fixed bumpers, added top and letters

; May 7
; help screen added to editor

; May 6
; shatter - swirl and shatter - compress transitions
; zap animation - uses ball pieces
; split sub menus into game, control and audio menus
; pause music after level complete
; move 1player/2player setup to main

; May 5
; shatter transition
; moved some code around (messagebox and transitions to MM-Draw-Inc)

; May 3
; bonus multipliers changed:
; time limited, level limited and unlimited 2X up to 5X5X5 (125X bonus)


Check out my new game AtomHex

Marble Insanity(Posted 2003-04-28)
April 28, 2003

The past 2 months:

; Apr 27-
; more icon work
; enumerated sfx numbers
; center level set title in hi score
; code cleanup
; icon update in startlevel and startbonus
; icon sfx (sfx needed)
; mouse button to exit levelset summary and secret
; secret music
; crusher sfx moved to toy section
; catapults use sfx number
; broom sfx (sfx needed)
; trigger roll over trigger sfx (sfx needed)
; hammer pop up and smash sfx (sfx needed)

; Apr 22-
; check for hi score even if levelset not complete

; Apr 20-
; fixed a configuration key problem in menu

; Apr 17-
; icon maker
; score calculation at end of level set
; perfect, bonus for survival, etc.

; Apr 15-
; added bonus levels, secret clues
; added icons - +time, freeze time, bonus Xplier, score Xplier, ? icon
; added continue icons (pyramids)

; Apr 6-
; added screen transitions, fades, wipes, etc.

; Apr 3-
; 3D shadows dropped - not much gained for effort
; added level sets, hiscore for each set (1-10 maps per set)
; save 1/2 player to userprefs
; save currently selected setname to userprefs

; Mar 18- Apr 2
; testing 3d shadow
; chopper, crusher, frog work

; Mar 17-
; bumper and whirlpool added

; Mar 14-16
; more tongue work :) , frog adjustments

; Mar 13-
; frogs & tongues - mostly working

; Mar 12-
; added tongues for frogs

; Mar 5-11
; change toy, move toy, shadow toy, crusher toy, chopper toy
; fixed tube length draw
; acid collision area fixed, ball pulled to center of acid
; removed screen sound - sound toy has flag for triggered or onscreen
; added -w for windowed mode
; added frogs - not yet drawn or moved
; lift speed

; Mar 4-
; continued work on editor
; modified map data to include entries for goal, ice, top, shadow and wall shadow block files

; Mar 2-
; music control - counter reset to 0 after cycle complete


Check out my new game AtomHex

Marble Insanity(Posted 2003-04-21)
April 21, 2003

Web site updated with more character ideas and sketches.

http://xiaou2.homestead.com/marbleinsanity.html

If anyone wants to help out with sfx, music or some gfx - let me or Xiaou2 (Steve) know.

Recent work:
Level sets are working along with bonus levels and
secret clue messages (hints to finding the bonus level icons.)

Collectibles - bonus level icons, bonus multiplier icons, score multiplier icons, time freeze icons, extra time icons, point icons, continue icons, etc. - all added as spinning shapes - smarties(tm) and pyramids - more shapes to come.


Mark


Check out my new game AtomHex

MMMarble(Posted 2003-04-05)
April 5, 2003

Steve's done a nice job on the new web site and has had a few responses for gfx help.

I've added support for level sets. One to 10 levels for each set. High score table for each set.
The "Classic" set has the original 6 levels.
I've created a couple other good sets as well.
The level editor will help make the game very extensible.

Continuing to work on the new enemies - crusher, chopper, frogs, etc. as well as cleanup here and there.


Check out my new game AtomHex

Marble Insanity(Posted 2003-04-03)
Hi All!

April 3, 2003

Rolling along nicely.
New name. New website.

http://xiaou2.homestead.com/marbleinsanity.html

Mark


Check out my new game AtomHex

MMMarbles(Posted 2002-07-19)
My Marble Madness remake is rolling again. (Had an extended break from it due to some critical C++ coding @ the "real" job.)

For those who might not remember the demo I had on the old Showcase - good. It was pretty rough.

Things are much improved now. I have all the "classic" levels done and fully functional. I have several new levels working as well.
The new 'enemies' and challenges are in and looking good. I have a few more ideas I'd like to get in - if time permits.

A few things I am still working out:
- 2 player interaction (who's in the lead, etc)
- where to place the player that went off screen
- death animations (cracking/broom stuff)
- better menu
- gfx cleanup
- more sfx
- more levels
- 2 mouse action (Pepsi)

Check out the preview page.
MMMarbles


Check out my new game AtomHex