Showing posts with label Honey Bee. Show all posts
Showing posts with label Honey Bee. Show all posts

Tuesday, 10 March 2015

Buzzing for a bonus

10th March 2015

My week's HOLIDAY started Sunday this week. It's going to end soon, but I have not only been out and about places this week, but I have also been plodding away on Honey Bee. For me, the project is shaping up quite nicely and it has been making me happy. I have been thinking that I am very near to completion with the project. .... Well not quite. As more crazy ideas have popped in my head for this project. Find out more in this blog.

Okay, so what has been happening the past 2 days or so?. Honey Bee felt as if there was something missing in general, and that was a bonus round for every level completed. I had two ideas, one of which was similar to a Shark Attack type of stage in Sub Hunter, and another which was one of Kenz's ideas. A flappy bird style bonus stage. Months ago, I was trying to create something by the way of SEUCK WITH GRAVITY. In January I attempted to make a FLAPPY BIRD style game, using the sideways scrolling SEUCK, and the aid of the TASM/CODENET plugin on my 1541Ultimate2. Although the use of gravity was simple enough, I failed to get the jump physics correct and it made the game harder to play. So, I went for the easier option, which was the Sub Hunter style bonus stage. Since I'm no fan of the Flappy Bird phenomena.




I created the bonus stage by manually designing the cave graphics, using Steve's existing graphics, that formed the ground, and rocks, etc. I manually typed these into the source code and created quick and dirty code that built the screen the simplest kind of way. Next I programmed the interrupts and got the scroller in action. I also added it an extra effect for the cave wall background. I added a ROL char routine, so visually during the scrolling operation, you could see a two layer scroll instead of one.

Once I was happy with the scrolling background, I decided to fill the cave with bats, and also get a crystal moving across the screen. Then I linked the main game code, which controlled the player. No use of gravity was being used for this stage, as it would have been hard enough as it is. The next thing I added to the bonus game was a set amount of time, which the player must survive for so that he/she can earn an extra life, by completing that stage. The purpose of the gems is to allow the player to give big points as a reward. For 1 gem, the player gets 500 points added to his/her score. Finally after setting up the set times. I linked the bonus stage to the main game code.

Okay, so I got all those working. Now about the ideas in my head. I was browsing at the sprite data, and discovered that I can simply add some MORE sprites into the game. I moved the text data to a different memory location, to be able to preserve more sprites. I notice that some of the levels, which I mistaken bats for birds, could actually have some birds added to the source. The eagle might be a good option I noticed some of Wayne's sprites, which could be useful for the game. Also, some worms could actually be SNAILS.I think  Some sprites could be used for bouncy 'GET READY' 'GAME OVER' 'BONUS' sprites, before actual things commence in the game.

As well as the game sprites ideas. I feel that I could do with removing the fade in / fade out transition effect every time a life has been lost. As it could possibly annoy the player who just wants to get into the game.The transition effect can be used for after every level is complete and a new level starts.

Admire the screen shots and see you soon with another progress update about Honey Bee - The Full Version.

Saturday, 7 March 2015

Back with a STING!

7th March 2015

Okay, so last time, Honey Bee was left alone for a bit in order to get the main Trance Sector Ultimate finished in time for GubbData. Since I have nothing else to do for Trance Sector. I decided to move back on to finishing off the final version of Honey Bee. Would you like to know what has been happening so far this month? Well, fear not, here it comes.

Last time when I was working on the final version of Honey Bee. I imported Steve Day's status panel into the game code, and worked on the new front end, made amendments to it and flipped the screen, added the game sprites. The style of the front end is pretty similar to what I did for Woolly Jumper, except for it is on a light blue background, with a static colourful effect on the scroll text chars.



After I was happy with the new front end, I wanted to add an intro sequence to the game. So I designed the intro background (as well as the end background) using Jon Well's Multi Screen Construction Kit. Then captured the screen to import into the source code. The background was basically the outside world. Similar to the in game graphics. Honey Bee comes on to the screen and introduces himself, and asks for help from the player to do a job for him. He also declares himself to be a very clumsy bee.





After completing the intro sequence, I decided to work on the end sequence. Where Honey Bee meets queen bee. After successfully completing his task. He gets a big surprise. Which I won't tell you what it is. You'd have to wait until the game is completely finished. ;)

Finally the End Screen was complete. I decided to work on the high score table name entry. Once again, it is the same type of joystick controlled name entry. The screen looked rather boring at first, as I did that many times. I decided to add a bit of fun animation. Where you have 8 Honey Bee sprites whizzing across the screen, while wrapping downwards. This made the name entry screen look more attractive.

Since the Hi-Score routine is now finished. My next job this week will be to create a BONUS game, in which involves a horizontal background scrolling trick, some random rocks, and some gems. This is so that Honey Bee can collect objects in order to score points, increasing the possibility of gaining extra lives.

After that, if there's still enough memory. I'll be making sound sound effects and add an option for in game sound effects as well as music. Followed by the final testing and disk + tape mastering. Hopefully by the end of this month Honey Bee should be finished, and released.

Keep watching my blog to find out what happens next.

Saturday, 14 June 2014

Production slowed down, but at least something

14th June 2014

Production on Honey Bee has slowed down, as I don't know where I am in the project now, since new graphics are still being worked on this game. I still have the 1x1 chars to play around with to build various screens for the game, but this will take some time. Slotting 1x1 chars together to form detailed level screens is taxing. Steve has sent me a PM a long while ago and he has come up with a preview snapshot of the new status bar for Honey Bee. It looks very nice. :) I hope you all like it :)


Thursday, 8 May 2014

A little bit of extraction (And example code)

8th May 2014

Well, well, well. Not much news on the Honey Bee front, as I am still waiting for some more updated graphics for it. Good news however is that I received some new game graphics for one of the screens. Bad news however - it was done in char pad as 1x1 tiles. However good news is that since the game consists of 1x1 tiles. The map screen size is one screen (40 chars across x 25 down).

I extracted the character set tile data, map data and attributes data and imported it into an ACME cross assembler source. Where single screens can be drawn through a map - then colour attributes get extracted according to the screen. I had some silly results at first, but after a third attempt - the overall result worked out quite nicely.

Now here's the source code which does this job ...

;--------------------------------------------------
;1x1 tile + colour Map extractor
;--------------------------------------------------

                            !to "extractor.prg",cbm
                            *=$2000 ;Import character set
                            !binary "hb_charset_v2.prg",,2
                          
                            *=$3000 ;Import map data (the screen matrix)
                            !binary "hb_map_v2.prg",,2
                            *=$3800 ;Import tiles data
                            !binary "hb_tiles_v2.prg",,2
                            *=$3c00 ;Import attributes (colour data)
                            !binary "hb_attribs_v2.prg",,2
                           
                            *=$c000 ;SYS49152 to execute

                            ldx #$00
loop0                   lda $3000,x ;Read map data from $3000
                            sta $0400,x ;Place on screen RAM $0400 - 256 chars
                            lda $3100,x ;Same again for next segment
                            sta $0500,x
                            lda $3200,x ;and again
                            sta $0600,x
                            lda $32e8,x ;and again
                            sta $06e8,x
                            inx
                            bne loop0
                         
                            ldx #$00
loop1                   ldy $0400,x ;Read the map on screen
                            lda $3c00,y ;Read the tile colour / attributes table
                            sta $d800,x ;Store to the C64 hardware char Colour RAM 256 times
                            ldy $0500,x ;Do the same with the next 256 chars
                            lda $3c00,y
                            sta $d900,x ;Store again ...
                            ldy $0600,x ;and again
                            lda $3c00,y
                            sta $da00,x
                            ldy $06e8,x ;and again
                            lda $3c00,y
                            sta $dae8,x
                                                    
                            inx
                            bne loop1
                          
                            lda #$18
                            sta $d018
                            sta $d016
                            lda #$0e
                            sta $d020
                            sta $d021
                            lda #$08
                            sta $d022
                            lda #$09
                            sta $d023
                            jmp *
                           
                           

                           

Thursday, 24 April 2014

Busy bee!

24th April 2014

It has been a bit quiet here on the production front recently due to being extremely busy. I am still awaiting new graphics for the game.  Anyway, some more good news related to Honey Bee. I am back on track with programming of this C64 game.

Today I have been working on an indicator to check whether or not the bee has cleared all the pollen, before it can drop it. The indicator consists of the bee hive in the status bar. I programmed some subroutines which disables the player from using the fire button, if not enough plants were picked up. The fire button is then re-enabled if no pollen are in any of the flowers. The bee hive then flashes - to indicate the screen is clear. The player must then make its way to the hive, and drop the pollen into the entrance of the hive.

Although that is the actual goal. I came up with another idea. Since the player picks up the pollen and has to carry it all the way to the hive (once all flowers are empty). What if the player drops the pollen in the wrong place and loses it. I have a cunning plan. Actually it works. I added a routine, which will check whether or not the pollen is dropped inside the game area. If the player drops it where it should not fall. Then a FAIL message will appear on screen. The player will then have to start the whole level all over again, without losing any lives.

The idea works pretty well, still some more things to do. Although I got the lives counter working. I need to set up routines for the bonus time, and also the scoring counter. This will be done soon, but not today. Of course.

I am also awaiting the finalized versions of Ste's new background/charset graphics. I saw a preview of the ground/rocks graphics, and I really love them. They look stunning. Once the graphics are finished I will then be ready for level designs.

Sunday, 9 March 2014

Into the 4th Hive

8th March 2014

After a successful backup and restore process on Thursday, and Friday when moving to Win 8.1 on my desktop PC. I was ready for yet another programming session. Last time, I managed to get 2 levels set up, now another 2 levels were to be built up. 

I setup the position and enemy types for levels 3 and 4. Once they were positioned, and all pointers were setup for them. I decided to work on something completely new. When enemies moved left and right. They were facing exactly the same direction as they were moving. So a major tweak was required. Frames should change if an enemy changes direction. We don't exactly want a game in which an enemy moves forwards and backwards without flipping sprite frames. A solution to this problem was built. I programmed a few subroutines, which checked if a sprite was moving left / right if it is a worm, a bird or a hornet. If the low byte of the chosen frame was stored to the actual low pointer of the frame. The subroutine should point to the correct low / hi bytes of the frame of the enemy. 

After I tested this subroutine routine, enemies moved correctly, and the frames changed correctly. No enemies look as if they are moving forwards or backwards. The all move forwards instead. I also thought about setting tables for the background colour, as I am pretty much sure that Wayne wants a different background colour according to level. Yogibear also did some sub game tunes. So I created a table that switches between two different in game tunes. 

Since I now have 4 levels set for the game, I think it is time for me to tweak the background graphics slightly more. Ste86 has given me some mock screen examples of the graphics that could be used as an update to the game. His idea is to help me as a guideline - I'm not really a GFX person :) The trees look much better than mine. So after my morning walk, and my lunch, some time tomorrow afternoon will see the design process in action.

Stay tuned

Monday, 3 March 2014

Buzzing its way to Level 2

3rd March 2014

A little more work today, since I am currently on holiday (away from work) all this week, until next Tuesday, which I return. It has been hard work today working on Honey Bee, and you'll be surprised that I have gone as far as level 2. The work on this project will eventually get easier as each session progresses. :) Before I moved on with level 2, I decided to add one more enemy to the first level. So that there were three instead of two enemies. A pink little worm. Yep, this little fella is now sliding its way back and forth - although the animation which I added is still quite wrong. It looks as if the worm is doing the moon walk :) Hahahaha!

Anyway, after feeling very happy with the layout of level 1. I decided to work on fitting enemies in place for level 2. Unfortunately I had to create some more tables, as I realised I had forgotten to update starting position tables and load / store each position to default starting points, according to the level which the player was on. Good news was that it didn't take me long. After animation, behaviour and sprite start / end positions were set for Level 2. I felt there was still something missing. Background animation. So I looked up the value of the 2 characters that formed the water fall and flowing river, and animated those. The result turned out quite nicely. I was very happy with it :) The only problem I have encountered - which can be fixed later on in the project. All enemies are using one direction animation. Basically, when worms and birds are moving forwards when they should. When they change direction, the animation is still as it was before. Which makes the enemies move backwards. I do have a good trick up my sleeve anyhow later on this week. 
I also came across another strange problem. When the player starts the game on level 2, it died straight away. That was not mean't to have happened. A strange bug. To ensure that didn't make a full impact on level 2. I lowered the player slightly. Problem solved. On to level 3 during my next session on this project. If I get 4 levels working. Then I'll need to design some more stages, then add more enemies to the game. :)

Good news is that unlike Up in the Air. I am enjoying working on this game project. As I had the opportunity to build the levels my own way, although Honey Bee was Wayne's general idea. I shall take a look at some more of his designed levels, to see if they will inspire me to design a similar level using my graphics, as well as his flower heads, spider webs, etc.

The duration of this game will depend on time and motivation with it. So far I have been very motivated :)

Stay tuned for more progress blogging :)

Wednesday, 26 February 2014

Let's get buzzin'

26th February 2014

NOT SEUCK THIS TIME :o)

After a few weeks back, I heard bad news about the game Honey Bee by Wayne and Prime, not getting finished. Due to a fatal computer crash. Work was destroyed, and all that remained was a playable demo with a few levels and no limit of lives. Anyway, to cut a long story short - This was almost a game which would never see the light of day after that major issue....  Until now :)

Honey Bee is under development once again, in co-op with Autumnsoft and The New Dimension. I have contacted Wayne and the other C64 people who were involved with the project and I am happy to be programming it. Of course major changes will have to be made. I discussed about this with Wayne, JSL, Wayne and Yogibear and a few others). We all agreed about making changes to the graphics, some of Wayne's sprites and graphics still can stay in the game. I made a load of major changes and created completely new graphics. The other people were happy with the result. I designed 4 stages in MSCK, and then captured the screens (for level packing in the near future). 

A couple or three weeks later, I started programming the game. Erm, hold on. Before I actually started doing the graphics, I did a bit of programming, in C64Studio which had Yogibear's tune playing, and also Wayne's bee moving in a way, similar to Prime's HoneyBee. When I did the new graphics, I created a char group, and noted down the range of chars which would have no effect, collect pollen or are considered to be deadly for the bee. Also sprite animation was put in place. Then after importing the new graphics into the game's source. I displayed the very first level (unpacked). 

I started programming of the main game engine last week on Thursday, during my day off work. Since the bee was moving already, and a test screen was in place. I started work on the sprite / char background collision. Unlike the previous version of Honey Bee, the killer chars were all over the place. See paragraph above regarding the new chars. The collision routine had to be read in 3 areas of the player's sprite. Top central, middle central and bottom central. I wanted to make the sprite/background collision to be much fair. I also added a routine that checks if all pollen chars have been removed from the current screen. If they have then a level complete tune plays. Otherwise nothing. I also added a routine which killed the bee if it touched any of the killer chars (background) which it cannot fly past (Rocks, trees, etc). The result looked quite good.

This week, I have been working on enemy movement for the game engine. I got a couple of enemies in place and they are moving up / down at this moment in time. I also worked on making checks on the behaviour for each enemy sprite. 4 sprites will be used for enemies that mover left / right, up / down (depending on the behaviour table) and 2 sprites are reserved for special hazards, e.g. poisonous bubbles, fireballs, etc.

There is still a lot of work to be done on this game, but all in all, it seems to be turning out quite well. Check this video out on what has been done so far.

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