Worklog for Mark1nc
Worklog 1
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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March 15, 2004 I've placed a couple images online: The Editor: Level 38: Check out my new game AtomHex |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |