Friday, 6 July 2012

It's time to grab that ball.

6th July 2012
I have been doing more work on the bonus ball today. Nothing too big. It has been suggested that I should allow the player to collect the bonus ball while it is bouncing around the screen. So I changed the routine to allow the player to collect it. I also noticed that the smart bomb feature (last item in the ball cycle) wasn't available. So I altered the code so that it can cycle to the last object before de-spawning again.

There were some issues with the E-X-T-R-A highlighting routine. It seems I had missed out some important operators to allow the player to highlight ONE of the above. Where before when the player collected the 'T' on its own. The bug displayed T-R-A in white, when it shouldn't have. I fixed this issue by updating the code slightly. I also made the E-X-T-R-A (after highlighting) reward the player an extra life.

While playing the game in cheat mode, I also discovered a silly tile bug, where a tile appeared in the incorrect place after the player moves on to it. This was only taking effect on the Panic Switches. I should have made the switch tiles turn to standard tiles - before any other operations/subroutines were called, otherwise some strange effect happened. After moving the subroutines, the panic switch worked 100%. I was pleased with the result so far.

I think literally the main game code's finished, my next task (possibly tomorrow) will be to do a high score/name entry routine. Then update the title screen slightly, followed by ending, followed by redesigning all 64 levels using Delight by Color7.

Here's a test video I made to ensure everything was working how I hoped it would, after the modifications to parts of the game code :)


1 comment:

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