November 19th, this week I have been working on SEUCK attack waves
again, tweaking and changing and generally adjusting things to
get
them right for the final game! These are proving slightly trickier than
I had foreseen. I was reading the diary at the weekend, Richard saying
he might not be able to do all the 20 levels and only be able to do
16-Aaaargh - NO! I had spent blinkin' ages working out and planning a
correct order for the attack waves in the game, I feel as if the carpet
has been pulled from under me. I know Richard only has limited memory
so I need to have a serious rethink, certain sacrifices need to be made
if I am to try and get 20 levels in the game! Anyway I noticed Richard
has tweaked the status panel this is superb! Impressive, its funny how
adding a few "screws" and a plane propellor have beefed up the
presentation. I have had a couple of extra ideas for the status panel
myself... These graphics are taking much longer than I had anticipated
still this is one of the joys of doing this as a hobby, you don't have
deadlines! Having read Andrew Fishers recent Ben Daglish Feature in
RETRO GAMER magazine it got me thinking wondered if Andrew had
composed anything previously that I might be able to use in the game
and hence remove some composing time from him- I dug out an old (!)
1999 disk and waded in unfortunately had no joy. However I did find
tunes for my next two games WIZARDS AND WARLOCKS (SPOOKY!) and the
lovely BOUNCY CARS (INTERSTATE). I did wonder if I could ask Andrew for
a particular style of music - is UP IN THE AIR a Hubbard style sort of
tune, A Daglish tune or perhaps a Galway sort of tune? Hmmm, Im going
to keep my nose out ( for once! ) and trust him, the tune of his we
were using in an early demo of the game was lovely and just suited the
mood of the game nicely, I do hope he can do more tunes like that! Go
Andrew! :->
I have been rotared a day off work today. So as I had nothing
else to do. I decided to do a little more on Level 4 of UITA. This time
the end of level boss. Wayne drew three sprites, which was to form a
giant hot air balloon, with someone on board. So I worked on
programming the giant thing. First of all. I had to set up the correct
values for the X/Y sprite expansions. I needed to set the value for
where the 3 visible enemy sprites can be expanded by X and Y axis so
that I got a huge hot air balloon. Unfortunately it took some time to
work out the poke value for $D017 and $D01D but thankfully I got a
positive result. The sprites were still out of place, so I had to
update the default start position for those sprites and then got
everything fitted in quite nicely.
Now there's something missing. Enemy movements. So I set up the
movement pointers for the huge balloon, so that it could move both X
and Y directions. Yet again, just like the bird boss. I got the huge
balloon moving literally the same way, except for instead of moving to
a portion of the game's screen. The sprite movement goes across the
whole screen inside the game area and then turns back. I'm pretty happy
with this one so far. It makes the player have to dodge the balloon as
well as shooting it. Which makes this level a challenge. The balloon
does not shoot, unlike the big bird. But I don't think the balloon
would need to shoot anyway.
Although I got the big balloon in action. There seems to be a case
where during the boss stages, whenever the player loses a life, when it
comes back to the boss stage. The boss appears from nowhere, and the
sprite positions had not been set as default. So I updated the Get
Ready settings to set-up the end of level boss in the default starting
position, so that nothing goes all over the place. Thankfully it
worked. There was just one more thing for me to do before I confirm
that the boss stage is done. What is it? To update the collision
routines of course. This is so that whenever the player shoots any of
the three sprites during this level, the routine records a collision
for the whole enemy itself. Now everything's working how it should.
Fantastic. Hopefully on to level 5 next week - depending on the type of
shift patterns I have at work and which days I am rotared off, unless
I'm called in for some reason.
Diary Time - in the last thrilling instalment the extremely
weird
but fantastic(!) Wayne was working on an 8 Bit game that had turned
into a Monster otherwise known as UP IN THE AIR! Lets see what he has
been
up to... After three weeks of intense work I have finally done
the
level 10 through to level 16 attack waves using SEUCK, am very pleased
with my efforts, I also decided to add sound effects to the enemies
too this should make it easier for Richard/Andrew to add to the final
game... I also returned to the STATUS PANEL, in my excitement I had
forgotten to add a helicopter to the status panel. I also decided
to
add a balloon character instead of having the word "BALLOON" in the
status panel, its a silly little addition but I am proud of it.
This
means a huge chunk of UITA is now complete, am hoping to receive the
demo that Richard did for me 5 days ago sometime this week courtesy of
Andrew Fisher, I am hoping to speak to him regarding the level complete
music this week if I get time... I still don't have the artwork
for the
cover of the game I was expecting, this is causing me great worry and
concern, am going to have a word with the person responsible for
creating the artwork this week...
Crossing my fingers that Richard can change the colour on one of
the hang gliders on level 3 - one of the colours looks a bit poor, its
a silly thing but it is annoying me, Its funny how you can plan these
things but until you see them up and running on screen you don't know
how
they are going to turn out. I do wonder if I have been crotchety
cos
my
carpol tunnel is still giving me hell?
Thank you for sticking with the project, despite my pain I have
really tried to push myself and give 110% for the project, I hope you
guys (you and Andrew!) appreciate it!
3rd December 2009 - Enter the Cube
(Wayne)
Today I have been to Leeds, there is a lovely old fashioned
german
market there for christmas, bought some donuts ( naughty boy! ) and
various bits and bats, generally had a good time then went to CEX and
bought some Gamecube games and a Futurama boxset too! Good Times! News
on the game artwork. I have two people doing work for me this is
because
I thought the original artist had deserted the project, this however
has changed and she approached me to let me know she would be doing
some work on it over the weekend. Also earlier in the week one of
the
other women I worked with offered to have a crack at doing some artwork
for the game and I said yes. This is good news, one because I
have two
possible pieces of artwork to choose from and two because I can always
draw one or both of these for an extra file/s for the disk
version.
This will be my next headache, what do we fill the final disk version
with? The finished UITA game will not fill a disk on its own, hmm, will
have to think about that... When I do get the artwork my task will be
to convert it, when I have finished I will allow Richard permission to
show it on the web site! I love the demo that is currently up and
running, he has done the plane death sequence just as I imagined it -
Fabulous!
6th December - Short break -
Back in 2010 (Richard)
I have decided to give this project a break until the new year,
as I am working on a special release which I am aiming to get done in
time for Christmas.
10th December 2009 -
Bye Bye Black Bird (Wayne)
Well this
week has been rather cool and groovy- I got the latest version of UITA
off the rather wonderful human being otherwise known as Andrew Fisher!
I had a quick play and must say UITA is shaping up to be a rather nice
game indeed. I sat and played through, level one is lovely, level
2
with my new adjusted magpies looks lovely, then I reached the first end
of level baddie, which is a hulking great black bird, NO
NO naughty I
didn't want a black bird, A quick press of the action replay, a search
through the code and bye bye black bird! ( a bit of a cliché but I
thought it was funny!) I changed it to brown-Mmm much more sexy ( if
you can have sexy sprites that is ). Level 3 has the lovely gliders and
then we have the challenging level 4 with the mini basket
balloons
( Please can we change the colours of the mini basket balloons
Richard (Yes, but we can talk about it in the new year)? Yellow
and Dark Blue don't seem to work for me sorry ). Then
its the BIG AND BEEFY Basket Balloon, Richard has expanded this in
the
x and y registers to create a monster balloon, its created with 3
sprites, two for the balloon bit and one for the actual basket
bit. This is a bit strange for me because I actually didn't want
it
quite so big, this again is my fault, I created the Graphics in
Firebird Graphic Editor and just assumed when I sent them to Richard
that he would just duplicate what he saw in the editor in the game,
hmm, sorry Richard, oh well it is my fault and these are tiny niggles
in what is shaping up to be a nice shoot em up.Thank you Richard
and
Andrew, you guys rock! I also got the Wigmore Artist this week (
Thank
you again andrew ), its the utility art package I use to draw bitmaps,
during my C64 career I have drawn over a 100 Bitmaps! Why not
checkout
the MR MEN SLIDE SHOW, THE SOUTH PARK SLIDE SHOW or the STAR WARS
SLIDE SHOW, all collaborations with my old friend ( well he's not that
old really giggle )? There are many out there advanced art
studio,
koala pad, blah blah, I just personally prefer Wigmore Artist, despite
searching at home I had had no luck in finding it, I suspect its out in
the garage after the upheaval earlier on in the year, but thank to
Andrew I now have it again so when I get some artwork I can draw the
title screen etc.
17th December 2009 - SEUCK it to me
(Wayne)
Hello there, well after waiting for quite a while
for both
artists I decided to have a bash at doing the graphics for the title
screen myself, I have drawn the plane, some clouds and a balloon, not
much but in the space of two days its quite good for me. Trivia:
Did
you know how this game came about? I played the game KIKSTART on the
Commodore 16 in the mid 80s, the game contains balloons and I thought
it would be great to have a game that required you to collect balloons
as an integral part of the game. Last year I was sat in my
bedroom
bored and started tinkering with the Firebird Graphic Editor with the
intention of creating a game with RICHARD although I had not even asked
him at this point! After seeing SUB HUNTER I thought it would be
nice
to do something with clouds and parallax scrolling that scrolled the
traditional way for a scroller on the C64. Two/Three months later
I had
created what would be the template graphics for UP IN THE AIR. Andrew
Fisher very kindly converted these to Sideways SEUCK and I knocked up a
VERY early draft of UP IN THE AIR, not long after this
Richard came
onboard and then ever since we have had the online diary! Fun huh! Bye
for now dudes...
25th December 2009 - ?Load, Error,
Ready. (Wayne)
Surprise dudes! I wasn't expecting to get chance but here
I am at
the keys again. Last week I managed to begin drawing the Loading Screen
( although this may only be for the disk version as a disk filler, it
depends how much memory Richard has left in the game when he has
finished ). I had to tweak ( no change there then ! ) and mess with one
or two things but its looking rather good now, may have a look tonight
or tomorrow and do some more work on it. Merry Christmas and a Happy
New Year to you all.
Today I played out with the dog and also played
inside on my GAME CUBE - STAR FOX ADVENTURES is truly amazing!!!
Hopefully in the new year I will send the UITA artwork on to Richard
and I give him my permission to display my BITMAP picture on this
website! Bye for now!
Best Wishes for an Awesome 2010!
7th January 2010 - Hey Ma, I'm drawing
a loading picture.
(Wayne)
Well After what seems like an eternity I finally finished my BITMAP
screen for UITA! If I can push myself I will get this sent over to
Andrew this week. Now I am sat twiddling my thumbs, or am I? Erm
the
answer is NO, because UITA is going to be on Disk as well as Tape I
thought it would be nice to have a disk filler or two so I have begun
drawing some graphics for a small space shoot em up, My girlfriend
likes shoot em ups so I decided to do this as a bit of a giggle for
her-well that is if Richard likes my graphics and also if he
doesn't
mind doing a shoot em up ( cue sounds of Richard picking up a hatchet
and lobbing my head off giggle ) to go on the UITA
disk. Regarding
UITA, Towards the back end of last year Richard did mention to me that
he may not be able to fit all of the game in to one load, my thoughts
on that are this - either try and cram everything in(!) to one load and
make sacrifices or do 10 levels per load, that way the tape
version
could have levels 1 to 10 on Side A and 11 to 20 on Side B,
perhaps
the second batch of levels could have a password
system to allow access
to them. Oh by the way, on a totally unrelated matter I have been
working on the Sprite graphics for CAMELS IN SPACE 2 on Tuesday
and
Wednesday of this week LOVE MY COMMODORE 64!!!!!!
17th January 2010 - Hang over (Richard)
Oh dear, I have been up the pub last night with my mum, my dad
and my sister's husband's dad. We had quite a bit of a drinking session
last night. I only lasted up to 4 pints of Fosters and they lasted up
to 6. Man my head still hurts a bit today. BUT THAT WILL NOT PUT ME OFF
WITH THIS GAME PROJECT. I don't feel too bad now, unlike I was very
early in the morning.
Since my Christmas break, writing Bah, Humbug! and also programming a
couple of C64 utilities (I was going to write another Sideways
scrolling SEUCK game, but didn't at the end) and also working 6 days in
a row in one week twice over the Christmas period. So today I am back
to pick up the pieces from where I was last left off. It didn't take me
that long to remember. I only had to do a little thing, which was
change the colour of the boss balloon. I used a pink balloon and yellow
basket. Wayne wanted me to change the colour to the balloon that was
showed in the SEUCK example I was given by Andrew a few weeks or months
back. Got it sorted :o) I took a look at Wayne's new status bar for the
game. It looks good, but for now I shall leave that until last. I have
the main game to work on before graphics enhancements. Anyway after I
saw the message added above the status bar. It sort of made me laugh
:o). Oh yes, it sure did make me laugh. Here's exactly what the message
read out:
OH
MY GOD! WAYNE IS A C64 GENIUS! LOL
IT'S THE NEW UP TO DATE STATUS PANEL
LOOK AT THE LOVELY HELICOPTER IN THE
STATUS PANEL!
I'VE EVEN UPDATED THE BALLOONS BIT TOO!
IT'S 1:23AM ON THE 21ST OF NOV 2009
NOTE TO RICHARD. PROBABLY BEST IF YOU
DON'T SCROLL THIS BIT -CHORTLE- THESE
ARE THE DUMBEST LEVEL GRAPHICS IN A GAME
EVER!!!!!!!!!!!!!!!!!!!!!!!!!! :-)
Well, why would I want to use
the text as the scrolling background graphics? Actually I just could
not resist the temptation into to doing exactly that, but you gamers
would not want to see that in the game would you? Nope, I thought not.
:o)
Anyway, I went back to the SEUCK level examples to see what level 5
looks like and how the enemies should move. Oh no. I've got a bit of a
challenge for this one. The enemies for this stage are thunder clouds.
Which means that those objects will have to shoot. That means that I
will have to program some more routines to allow the thunder clouds to
shoot. I'll work on this next week, because of my slight hangover :o).
23rd January 2010 - Level 5 in the
works (Richard)
Well, it was meant to have been yesterday, but I just did not
have the motivation to do more, so I decided to work on parts of level
5 today. First of all, I had to set up the colour table settings for
this level, also set up the enemy types for this level. Wayne emailed
me to let me know that the thunder clouds should shoot the lightning
bolts and should not allow the player to shoot at the clouds as this
would be very unrealistic. Bah, that spoils the fun, but it must be
done. Before I could do any of this, I set up the colour scheme for
level 5 (Wayne, are you sure you want a cyan sky with medium grey
thunder clouds? I think a black sky would probably be just right for
this level. I have not changed the colour scheme for this level.
After setting up the parameters and level settings for the game, I got
exomizer to decrunch level 5's background, but the result looked really
ugly. It appeared to be the case where the graphics was drawn with an
older character set and later graphics used the empty or used
characters which were supposed to form a nice background.
Unfortunately, little does Wayne realize is that level 5's cloud
background will need a good tidy up. I can tidy everything up on screen
as soon as main the game engine is finally finished. So for now, I used
level 1's background for this level for the time being. Just look at
level 5's screen. Eurgh!

Now that the worst bits are over. It is time for me to get those clouds
moving and strike thunder. The best way for this level will be to make
the lightning go downwards but move across the screen as well. Well, I
have done this, but it still does not seem to be right at the moment. I
can't be asked to do any more tweaking of this game today, maybe some
other time when I get the time and motivation for it.
A couple
of outstanding entries from Wayne here today. Sadly I did not get round
to adding those 2 diary entries until today. I got a bit carried away
writing a brand new game for Digital Talk and the Retro Vision 2010
convention (Sadly I will not be there) so there's not much of an update
this week. I should hopefully be back on to this game some time this
weekend or maybe next week. :o)
28th January 2010 - UITA Artwork
received (Wayne)
Hello peeps, well yesterday I got the
artwork for UITA so know I can today start doing the conversion from
paper to screen of the picture. Special Guest chair today for my
girlfriend who is sat next to me in
the library !!!!!!! :->
2nd February 2010
- More pictures (Wayne)
Well good to my word I went home and
spent about 3 and a half to 4 hours converting Rachels picture over
to the good old C64 I used “The Wigmore Artist”, it felt good
going back to it, like revisiting an old friend if you like. I fired
up the good old C64 on Monday night and added one or two little bits
of work ( the Psytronik logo, cos that's where I want to publish the
game with and a credit to Rachel for the picture. (No problem Wayne,
when I get round to doing the tape mastering, I'll add Rachel's
credit on the loading scroll text - Richard) . I sent it off to
Andrew and he says he will look at both my Bitmaps by the weekend.
(Don't forget to show me as well :o)).
3rd February 2010
- Disk Menu - WHAT? ALREADY? (Wayne)
Been to CEX in LEEDS today got BABYLON
5 SERIES 4 for 8 quid and LUIGIS MANSION (GAMECUBE) for 8 quid,
normally I work Friday but I was owed some time off work-YIPPEE! Am
heading home after this to do some work on the space shoot em up game
for the disk version, you lucky lucky people!!! A big thankyou to
Richard for adding these diary entries-much appreciated mate! Also I
may start doing the disk menu for the disk version I suppose its
better than doing the disk menu for the tape version-DOH! HEE HEE see
what I did there! Bye for now!
5th February 2010 - Lightning strikes
(Richard Bayliss)
Have you missed me for a while? I
thought so :o). Don't worry, I wasn't in hibernation. I got a bit
carried away doing a few other things. Actually I made 2 new C64 games
over the week or so, and also a little demo for someone else. You'll
find out later on this month or maybe next month what 2 games I have
done, when they get uploaded on to the TND web site. Oh okay. They are Mutilator, a horizontal scrolling
shmup and Moo-tilation a
loader game. Anyway, now that those 2 games are finito, completo, etc.
I have returned today by Wayne's request to try and get level 5 done
and ready. Oh and last night I would have done a bit more on this but I
got carried away playing 3D Pinball
Power by Mastertronic Plus
on my Commodore 64. I just could not believe how fast that game loaded
from the tape (From 000 - 036 on the tape counter).
Well, last time I had problems with the
behaviour of the clouds and lightning. The way the lightning moved
cause a few issues for this stage. Everything was just erm ... well ...
a major ... no, sorry, scattered sprites. Lightning was moving the
correct way, but one problem was controlling it. I also remember
suggesting to change the colour scheme for level 5, so now level 5's
background is black - as it suited the stage. I also noticed that the
balloons were a wrong colour as well. The balloon was meant to have
been red, but for some reason the balloon ended up the same colour as
the storm clouds. How daft is that. Oh well.
Anyway back to the storm cloud behaviour
techniques. To get the lightning working the correct way. I have to
change the Y-direction for enemy 2 slightly, where I check for the X
position of where the lightning is, and also check for the Y position
to see if the lightning has reached its limit (the bottom of the
screen). I added a routine which is something like ..... Ah, a nice cup
of tea .... Oops, sorry, time for the example routine. This was just a
rough idea.
<>
lda .LEVEL
cmp #$05 ;If level 5
bne .NotLevel5
lda LightningobjectX
cmp InsideGameScreen
bcs NotInsideGameScreen
lda LightningobjectY
cmp YpositionLimit
bcc .NotReachedLimit
jsr .ResetLightning
rts
;Continue main movement routine
.....
.Resetlightning
lda CloudObjectX
sta LightningObjectX
lda CloudObjectY
sta LightningObjectY
rts
My theory sort of worked, but I still
came across another problem with the cloud behaviour. For some reason,
the lightning seems to pause a little before going down more and then
after reaching the Y position of #$CA it just stays there until off
screen. This was something I did not want to see so now, time to keep
tweaking the movement routine until I get it correct. Bah! Well, I
deleted a few unecessary routines and added one or two to check the
range of where the sprites are, but at the moment it is looking a
little much better, but there is still some tweaking required for the
lightning. At last. It's done.
Now my next task is to disable the player from shooting exclusively for
this stage. Then fingers crossed, level 5 is finished. I have to be
informed whether it is finished or not before I move on to level 6.
LOL! Actually, by the time you are reading this thingy, the task has
been done.
10th February 2010 (15th February
2010) - SEUCK High Jinks
Again I have been playing Luigis Mansion, what a
brilliant game, it
gave me an idea for a C64 game but I shall put that on the back burner
for a while... O.K. so what have I done this week, well... I had
done some graphics for a silly little shoot em up, I sent them on
to
Richard via Andrew in the hope that Richard might do something with
them, he emailed me back last week saying he is busy with UITA, ok,
this is not a problem. I loaded up my version of the sprites converted
them over to SEUCK, loaded Seuck and after two sittings over two days-
"ZIP ZAP ZOP" is born! Also I was playing the Activision Anthology for
the Playstation 2 ( fantastic retro gaming- its an Atari 2600
compilation ! ) last week at my good friend Pauls. One game in
particular caught my eye -"HIJINKS". So I have begun work on a SEUCK
style "HIJINKS" game with differences of course, I dont fancy ATARI
suing me... Its only going to be simple game, but a nice little
addition to the disk version... And yes I still need to do that
blinking Disk menu and write the instruction manual out... On a plus
note I have contacted Richard and he gives permission to release his
latest version of BOMBCHASE on to CARTRIDGE and I have also asked about
releasing UP IN THE AIR on Cartridge and he said yes to that too.
YIPEEEEEEEEEEEEEEEEEEEEE! ( Wayne is excited C64 fans !!!!!!!! ) So we
can now officially announce UITA is going to come on TAPE/DISK
and (
RGCD People willing ) CARTRIDGE too-Mmmm nice! See you soon!
Note: This
entry has been published on to the TND web site, a few days later as I
have been ill between 8th February 2010 - 11th February 2010. I finally
recovered from a nasty cold last night. So fingers crossed, another
update later on this week - Richard.
21st February 2010 - Send in the
choppers (Richard)
Although I have started working on Bionik Granny Returns on Friday, I
have decided to do some more UITA programming today. Well, the start of
level 6 of course. It seems that the SEUCK example, which Wayne
provided me, only had a boss plane for level 6 and the Sideways SEUCK
game preview which I saw had helicopters. So I am assuming that for
this stage, the enemies are to be helicopters. Hang on. Helicopters are
probably not enough for this stage, so I decided to add some spinning
enemy stunt planes as well. Both enemies need a certain number of hits
before they are destroyed. So I set the hit counter to 5 before they
all blow to smithereens. Wahey! I
think level 6 is starting to come out quite nicely. I will still need
to do a boss stage for this level, but that can wait until later on
this week (or next). I am pleased with the progress with it so far.
Pictured below is level 6. I will not be showing many pictures for this
game project.

21st
February 2010 - SEUCK it to me (Wayne)
Have been doing some work on my Seuck
game its going to be called
Flight Of Freedom. Basically drawing new enemies and setting up
levels,
have begun work on Level 6 this week, "FLIGHT" is beginning to
look
like a vertical version of UP IN THE AIR which is no bad thing but I
plan to have new and different enemies to UITA so you guys and girls
arent going to be disappointed when you play it. I am expecting
my
latest version of UITA from Richard through the post Monday or
Tuesday
so I hope to give you all feedback on that next time I am on
here. Bye
for now
Best Wishes and get well soon Richard. (
I'm much better now Wayne, and I will look
forward to your SEUCK game as well dude!)
28th February 2010 - Level 5 test
(Wayne)
I also forgot to mention last Saturday me and Carol went
to Wakefield
for the day I ended up getting 80 quid's worth of games in total I got
stuff for the Game cube and I got the double pack of Driver 1 and 2 for
2 quid - bargain! Also got one of those GCON 5 guns for the Playstation
1 - lovely! Anyway enough self indulgent waffle what have I been up
to... (
What is that to do with
Up in the Air? Eh?. Heheheheheheh!)
Well, I have done a little bit more work on the SEUCK game FLIGHT
OF FREEDOM, realistically I am planning on completing it for when I go
down to see Andrew Fisher on 15th March, am dreading travelling, its 3
trains and travelling always knackers me out but hey ho its worth it to
see my good and dear friend Andrew! FLIGHT OF FREEDOM will be for the
disk version of UP IN THE AIR only
(Oh come on Wayne, what about a
version for me to put on tape? I have the urge to add my loader game,
Moo-Tilation on to the game. Oh, it doesn't matter. I stuck it on
Mutilator anyway.). Its my way of saying THANK YOU for
bothering to buy the disk version of this game!
I got chance to play the
latest level (5) of UITA last Monday. Of course by now Richard has gone
on to Level 6 (YIPEE!) I have noticed one or two problems with level 5.
First of all the enemy clouds will need to be set to high resolution
and not
multicolour, hence that is the reason they look wierd. This was my
fault because I did not mention this to Richard (erm I think they may
also need expanding in the x direction but I will let Richard know next
time I am on the Internet). Also the speed of the lightning from the
clouds appears to be a little slow and is VERY easy to dodge.
Finally, sometimes lightning seems to appear from nowhere.
Lightning is
supposed to be coming from the clouds and you have to dodge it.
(Oops, I better take a look at this
Tuesday or Wednesday while football is on - coz I hate footy.)
The
colour for the level is perfect and I like the fact that you can't
shoot at the clouds or thunder. Am I just getting slightly
irritated at the slight tweaks the
game needs. I know Richard will fix them but the short tempered
frustrated side of me wants everything to be fixed and working now.
(Good things come to those who
wait. (grin)). As
my friend, Richard Gott says at work "Wayne you are as subtle as a
brick"! Hee Hee! So today I am going to go home and do some more
work
on "FLIGHT". I hear Richard is working on a remixed version of Bionic
Granny this is great news however erm I never actually played the
original!!!
(You might find
the original Mastertronic title on EBay but let me warn you how bad
that one really is).
I have some news myself. Some programming dude is working
on a car racing game and Andrew Fisher has approached me and asked me
if I would like to do the graphics for it, of course I said yes I do
actually have graphics for 3 overhead racing games that never got
finished/released. A shame because I didn't think that my graphics were
bad but
maybe I am biased... :-) By the way what happened to that Enforcer 2
game that demo crew
started working on, the project appears to have
gone dead. It is a shame because I did graphics for this game too...
What is it with me
doing graphics for games that die in the water? Maybe I should give
myself the handle-Jinx HO HO!
4th March 2010 - Flying through a
Thursday afternoon
It is unusual that I
program more on game projects on a working Thursday, but today and next
week, I will have plenty of time in the afternoon to do what I like. I
did say that I'll be doing some more work on UITA, which was to fix the
sprite settings for level 5 on Tuesday or yesterday, but because I
worked overtime for another 2 hours, I felt shattered. Also yesterday,
although I finished work at my normal time (8am - 4pm shift), I been
making a new version of the Dance-A-Load loader (Which features
BeyondReproach's new version of the Dance-A-Load loader tune). I
also got an email back from Wayne, that he'd like level 6 to have
Gyrocopters instead of what I originally added. Well, first thing's
first I got back into the cross assembler and did some tweaking to
level 5's clouds. It appeared that those clouds need multicolour
switched off and that the multicolour for other sprites must be
switched on. How am I to do that? I tried tweaking the
$D01C pointers to get the right modes for each sprite, but there are
too many values to cycle through. So I came up with another idea (which
sounds daft, but it works). Go back to the graphics editor and paint
round the clouds with the actual sprite colour.
After updating the cloud, by using the multicolour mode. I imported the
new sprite data into the game project's source folder and updated the
files for ACME to link together as one single file. Then I compressed
it all with Exomizer, ready to check out the result in Vice. I want to
see how the cloud will look in the game before I can move on. Seems to
look all right now. However, I will need to update the colour settings
for each cloud. Thunder clouds are dark grey/black. So I altered the
colour data table so that all of the thunder clouds are dark grey.
Looks much better now.
Wayne has pointed out (in his last email) to me that the thunder is
moving too slow and would like me to speed the Y position of the
lightning. So I updated the Y speed table to 2, so that the lightning
will move down fast. Much better. I sort of got the level to work
slightly better than before, but to be honest. There isn't much I
really can do for this level. The lightning shooting will need to be
timed, but that can wait until some other time, maybe this weekend. The
same with adding the Gyrocopters for level 6 and also a boss plane to
battle for that stage. Still things are starting to look on the
positive side. :o).
4th March 2010 - Wayne's apologies
After my rant last time I really do feel like I should be eating
humble pie. Humble apologies to Richard. Fight Of Freedom is
almost complete I did a LOAD of work on it this morning. I may have it
finished on TUESDAY at this rate...
12th March 2010 - SEUCK on this (Wayne)
Ok so apart from being full of cold - sneezing, coughing and
having
that pinching sensation in my nose what else is going on with me? Well
I have tweaked and improved FLIGHT OF FREEDOM, I spent time sorting out
shadows for the sprite graphics and backgrounds. This is the most
work
I have ever done with such things in a SEUCK game before but ultimately
I think it is worth it... Richard suggested I release this game (flight
of freedom on the tape version too yeah ok then Richard :-> ( Am so
enjoying my library time here now that nasty little chav at the side of
me has gone!!! LOL ! ). I have also started work on a new SEUCK
game,
whether it goes on the UITA disk version or not is another matter, we
shall have to see... I have also begun working on some ideas for the
disk menu, I did some coding for something else years ago and may be
able to reuse this code for the UITA disk menu, am taking this to
Andrews when I go over next week. Hopefully between us we should be
able to knock up something nice :-> Am planning on resting, playing
games and generally having a doss, well it is my week off after all...
12th March 2010 - What's been
happening (Richard)
Well, finally the weekend is here. It seems that
Wayne has been busy with his SEUCK stuff, while I haven't done anything
with the project this week, as I have been busy at work and have not
really been feeling enthusiastic to continue over the week ahead.
Anyway I had an email from Wayne yesterday about Level 5. It seems that
he does not want level 5's cloud sprites to use multicolour mode and
wants them in hires. Sadly because of too many hires/multicolour
combinations for the sprites. I find this to be an impossible task to
accomplish. Sorry Wayne, but we'll have to leave those clouds as they
are. However, he also mentioned that he would like the clouds and
lightning's x-axis to be expanded. That sounds like a great idea, as
it will give less room for the player to move around let's see what I
can do over the weekend.
13th March 2010 - Head above the clouds.
(Richard)
Before I decided to give up
on the mixed hires/multicolour parts in the game (as I thought it might
be impossible), I was speaking to Andrew on Fisher MSN messenger and
found out that this mixed combination can be possible. After what I
read Andrew's comments on MSN messenger, I decided to try and get
something done about this problem. So drew a test sprite, saved it on
to a .D64 image then I booted up the Turbo Assembler (On SounDEMON's
cartridge ROM thingy) and written a simple little test program to try
and work out the correct combination for certain values for expanding
sprites and making sprite multicolour for this game. After running it
and testing the program. I looked at the value for turning sprite
multicolour off/on (Sprites 0,1,3,5 and,7 all should be
multicolour, and 2,4 and 6 should all be hires sprites). I got the
value on screen. Implemented the poke value #171 to $D01C (in level 5's
code) and also added poke value #124 to $D01D. Assembled the game and
run the program. Guess what? It worked :) my problem has been solved at
last. Despite the explosion part still being in hires for the clouds,
but that is just about right for the cloud sprites.
This little program is available from
THE DOWNLOAD TOOLS PAGE. If you want
to try it out for yourself . :o)
Now that I got this to work, I updated the Get Ready and Game Over
routines, so that all sprites are multicolour. I'm quite please with
the work done for this level so far. Works quite nicely. Now all I will
need to do for this level is to create some timing for the lightning to
appear from the clouds. Then hopefully we should have a final result
for this level. Then afterwards, add the Gyrocopters into Level 6
followed by end of level 6 boss.
16th March 2010 - The List (Wayne)
Okay! So today, Wednesday and Thursday
morning I am over here at Andrews, its lovely being on holiday it
gives me chance to rest and recharge my batteries ( and talk C64
Stuff with Andrew of course !!! ). I showed Andrew Flight Of Freedom
last night and he seemed pleased with it, this is fantastic news When
you sit creating these games in your bedroom you do kinda wonder "Is
this okay" and "Is anyone else going to like it?". Its
nice to see Richard working on BIONIK GRANNY RETURNS too I think it
is going to be a lot of fun, like I said to him last time, it looks
like one of those early 80s TASKSET games :->
This morning we sent over the list of
enemies for UP IN THE AIR to Richard, me and Andrew did briefly
discuss if we should try and do something to vary the game but
unfortunately we are so far into the project now it would be hard to
make the changes without a load of hassle.
20th
March 2010 - A visit to Andrew's place (Wayne)
Well today I was going to go back to
Wakefield and buy a Spectrum
Plus 2 but to be honest I couldn't be bothered, I went to LEEDS
yesterday and did a little shopping ( yes I bought more computer games
Gamecube and Snes! ) and I am off to a christening bright and early
tomorrow ( Groan - I hate early mornings!!! ). Well this week has
gone
nicely, firstly I would like to say thank you to Andrew and his family
for letting me stay this week. We got to discuss some things about UITA
like the music and sound effects and I showed Andrew Flight Of Freedom.
He seemed pleased with it, this is great cos I had my doubts about the
game, its always nice to get feedback from someone else.
Also Andrew
sent the list of attack waves on to Richard and he ( Richard
) has said
he will try and do a level a week this too is VERY good news. Andrew
very kindly copied over the CARTOGRAPH ( is that right ? ) program from
C64.com - this is a program that lets you create scrolling
maps for
games, wish I had had this at the beginning, I would probably have used
this to create a massive scrolling set of screens to use in
UITA.
Anyway I hope to get to grips with this and use it for future projects,
it should take a LOT of work of the programmer of any future "WAYNE"
games. Add to this I am working on a new SEUCK game ( UP SCREEN
not sideways ! ), And I hope to do a remix of FLIGHT OF
FREEDOM for
Andrew Fishers SEUCK VAULT too, oh and I need to re-touch the picture I
sent Andrew of UITA, the one that Rachel drew for me! Ouch, not much to
do then! LOL! Also while Iam here I must mention "ON THE FARM"
this is
a new game on Richard's web site free to download, it reminds me of the
old 1980s games, like POTTY PIGEON ( love that game ! ). You play a
sheep who has to go round scoffing all the grass to complete the level,
there are enemies to avoid and the graphics are lovely. This really
does deserve a release on tape or disk perhaps PSYTRONIK SOFTWARE might
publish it? The other game of note this week is BARNEY, to be honest I
thought it would be about a bear but its a beautifully drawn sideways
SEUCK game check it out, its wonderful, some terrific graphics, tough
game play but very enjoyable!!!
Also BIG THANK YOU to Andrews mum for
that fantastic packed lunch she
did me for coming home on the trains. YUM YUM BUBBLEGUM! LOL!
By the way the person who dissed me on
the Commodore Scene Database
needs to get a life! How can you not know who my STAR WARS picture is
of
- ( O.M.G! LOL! ) its the MODAL NODES, or as they are better
known THE
CANTINA BAND! SCI FI totally rules - nuff said!!! :->
21st
March 2010 - A bit of gaming. (Richard)
Yesterday I had an email from Andrew
along with a couple of attachments added. They were 2 .d64's with two
SEUCK games by Wayne. One was called FLIGHT OF FREEDOM and the other
was called ZIP ZAP ZOP. So WHAT THE HELL HAS THIS GOT TO DO WITH UP IN
THE AIR? Well, these games are disk fillers for the Up in the Air game
(If I ever get it finished that is). I played the game, Flight of
Freedom and it was based on (you guessed it) Up in the Air. Hahahahaha.
Playing this game sort of reminds me of the classic 1942 and 1943
games, except for that the attack waves are similar to Up in the Air.
The game is quite fun. The game is damn right tricky to play though. I
have never been a good gamer. I'm not even good at BLUE MAX by U.S.
GOLD SOFTWARE. I just get as far as 3rd ranking. :o)
After having a bash (or two) at Flight
of Freedom. I loaded up ZIP ZAP ZOP and had a little play at this game.
Looks quite interesting, but that SEUCK game was just TOO easy to
complete. Perhaps Wayne should have made the game longer, as to me it
feels rather unfinished. Wait a minute, weren't most of my old SEUCK
games unfinished? They seemed to have been, as I hardly made some good
endings with those in the past. My most unfinished game was
International Skoda Racin' 'n Bashin' which I released to Binary Zone
PD back in 1995, just for a bit of fun.
I noticed that most of the time, when
Wayne makes a SEUCK game, he seems to use the SEUCK red colour cycling
routine on the front end quite a lot. Nothing wrong with that :o). I
always used my own blue/red mix colour bar sequence for MOST of my
Nyaaaah! games :o). Flight of Freedom was good fun, but Zip Zap Zop is
just too short. More of a game preview than a full game. :o) Hope Wayne
adds some more nice ideas into ZIP ZAP ZOP. Would be interesting to see
the final outcome of this game. :o)
2nd
April 2010 - Expand those sprites and paint level 2's big bird a
different colour (Richard)
Well, here I am back on the game project
again, although I was sort of eager to work on more of Bionik Granny
Returns this weekend. Ah well. It does not really do much harm working
on both projects. :) Now
then, it appears that Wayne wants me to have just the clouds expanded
and as well as hires colour. So I loaded up my little calculation
program to work out the decimal value for expansions of sprites 2, 4
and 6 while sprites 0,1,3,5,7 are not expanded. The result ended up
with #84. So I added into the ACME cross assembler source code: LDA #84
: STA $D01D then assembled and compact the entire code with Exomizer
V2. I tested it and the X-size of the thunder clouds expanded nicely.
Pretty good result. There is still something that needs to be dealth
with for this stage, and that is the lightning. For some reason the
lightning keeps appearing in strange places. So this will be another
job for me to look at some time later on in the week. As I am off to
the pub soon. But before I go, I shall update the level 2 by changing
the colours of the boss bird from black to brown. Now off to the pub I
go, more work on this game tomorrow :o)
Now
for some of Wayne's diary entries.
28th March 2010 - Flying for freedom
(Wayne)
I have now completed and passed on FLIGHT OF FREEDOM to
Andrew (
And Richard ) also check out SEUCK VAULT for a free download special
remix of FLIGHT OF FREEDOM- my gift to all you lovely people waiting
for UITA :-> Have now started the menu for the disk version of UITA,
its looking nice... :->
29th March 2010 - My head hurts -
episode 2 (Wayne)
Tiredness, irritability, headaches? Then you are clearly working
on a C64 Game like me then :-> Basically I have finally got round to
doing the menu system for UITA. I creted a brand new character set from
scratch ( I suppose I could have reused the character set from UITA but
I decided to do a new one from fresh ) The menu will involve a
raster
split, a piece of cake for Richard, to allow two different sets of
colours. Dont worry Richard, you will understand when you see it! I did
send version 1 of this to Andrew last week but I am now on Version 3,
the graphics are improved and it is just about completed!
Hopefully by
this point Richard will have the Bitmap picture for the Loading ( or
title ! ) Screen for UITA, I am giving him my permission to use it on
the website. Also I am working on a new SEUCK game, I sent Andrew a
remix of FLIGHT OF FREEDOM last week for the SEUCK VAULT website which
you can download for free when he gets round to uploading it, I know he
is busy!!!
4th April - Enter the Gyrocopters
(Richard)
Well, not much today. I have added the Gyrocopters into level 6.
Level 5 still needs a lot of tweaking, but to be honest. I haven't been
very well this weekend, yet another nasty cold has hit me.
10th April 2010 - Struck by Lightning
- again (Richard)
Oh man, not Level 5 again. I'm finding this stage to be rather
annoying to program. I just could not seem to get that darn lightning
shooting right one bit the past times I did this game. Oh well, today I
had another kind of brainwave to try and solve this dreaded and rather
annoying problem. The trick is to create some values so that one cloud
will shoot lightning, while the other two clouds *share* the other
lightning bolt sprite. Therefore in theory, one sprite fires lightning
constantly, while other clouds fire it once at a time. It would make
the level much easier, but I can't use more than 8 sprites in this
game, as multiplexing sprites is damn right too difficult for me to get
to grips with.
So I created some new labels/variables that can be used to try and
shoot lightning one at a time. The labels are
Lightning1Set,
Lightning2Set
and
CloudChoice. Where
the "Get Ready" screen starts. I automatically Zero the Lightning
perameters. Then inside the enemy logic source code I added a simple
routine which was:
lda
Lightning1Set
cmp #$01
beq
.NotCloudStage1
lda CloudChoice
cmp #0
beq
.SetOnCloud1
cmp #1
beq
.SetOnCloud3
.NotCloudStage1
rts
;Error!
.SetOnCloud1
lda objpos+$05
sta objpos+$07
lda objpos+$04
sta objpos+$06
lda #1
sta
Lightning1Set
lda #1
sta CloudChoice
rts
.SetOnCloud3
lda objpos+$0d
sta objpos+$07
lda objpos+$0c
sta objpos+$06
lda #1
sta
Lightning1Set
lda #0
sta CloudChoice
rts
After entering this I assembled, compacted
and executed the game in WinVice. Unfortunately, there was still a
problem in the code. For some silly reason the lightning from one of
the clouds just gets stuck for some reason. I have just realised what I
have done wrong. I have forgotten to switch off the "Lightning1Set"
label after
the lightning has finished moving off screen.
After assembling and test running the source. All three clouds are able
to fire lightning, however, there is still a slight couple of snags.
The first one of which is that the lightning from cloud 2 constantly
causes problems. I have a small theory in which could probably solve
this little problem. And that is to do exactly the same type of routine
as what was used with the previous lightning routine. Now I assemble,
compact and run the game again. What would the result be like this time
round I wonder? Well, the firing routine seems to work much better, but
there's still a silly error in the game code. Lightning is still
appearing from nowhere. Finally, it's working.
My step was to alter the lightning so that it will appear right in the
middle of the clouds. Just a simple little ADC value will do the trick
quite niceley. So I added before positioning the lightning sprites, LDA
CLOUD_POSITION : CLC : ADC #$04 : STA LIGHTNING_POSITION :) Easy.
If I remember correctly, Wayne wanted me to remove the player/enemy
collision routine where the clouds stage occur. Therefore if the player
hits a cloud, there is no collision found. Well, at least that is
something simple for me to master :) Consider it done.
Well, that will do for today as I am going out this afternoon. It is
such a wonderful sunny day - Pub weather :) 'Til next time :o)
11th April 2010 - A new tune for the
game (Richard)
Because of the problems with the previous music editor I used to
compose music for this game. I decided to use Goat Tracker V2.68 and
write some new music for the game. So I done 6 tunes. The first tune is
the title music. The second was the in game music, then level complete
ditty, followed by the Game Over ditty. Then the boss stage music
finishing with the game complete tune. The music is exactly the same as
the one I used for the original game, except for some additional
changes which I made. After
composing the music, I added
The
tunes sounded pretty great for the game, much better than the version I
composed using EMS V7.03 - Plus the music size is more optimized. I
also added some nice effects to the music as well, which would suit
this game quite nicely. Finally I imported the music into the game
source code :o)
22nd April 2010 - Burnt Out! (Wayne)
Well again I feel like it has
been yonks since I was here typing
anything. I have nearly nailed the Disk Menu ( currently on version 4 !
) and I have also been working on 3 SEUCK games. One of them is a
surprise for Richard for his website, but I shall also be allowing
Andrew to distribute it through SEUCKVAULT.com I also intend remixing
ZIP ZAP ZOP as Richard didnt feel the original was substantial enough,
this will now be called ZAP ZOP ZIP and will be a freebie for you disk
users out there who buy the UITA disk version. I am also working on
Wheelspin-a car game which will be the prototype for a game I started
working on 3 years ago called BOUNCY CARS. I have a feeling that
SEUCK
has re-entered my life in a big way again!!! Had a major setback
last
week, while working on the game for Richard, I had a smell of paint for
quite a while and chose to ignore it, I went to save it and everything
went dead, it turns out my powerpack had burned out and died-DAMN YOU
POWERPACK!!! Anyway, the good news my friend Paul lent me his, and the
fantastic Andrew Fisher got me one sent to my house this week-FAB
stuff!!! I also got the new demo of UITA this week, I have just emailed
Richard about this now, things are coming along brilliantly, Level 5 is
NEARLY there and Level 6 needs a little tweaking, am getting excited
(again !!! ) :-> There have also been discussions about the
disk/tape loader I want to do some retro type thing in the style of US
GOLD, I did plan to do a UK GOLD loader but I had neglected to remember
the UK GOLD channel - DOH!!! This would probably cause copyright
infringements so we wont be doing that. Maybe we could do a "64 UK"
loader with God save the Queen as the loading music (No way, I have
something better and fancier in store - Rich). , what do you lot
think? ( I Think Iam a genius - LOL )
13th May 2010 - A SEUCKer on
Holiday (Wayne)
HELLO! Well this week I have been on
holiday I have managed to do some work on the SEUCK game that I wish
to include on the UITA disk, however as I was sat eating my Brekkie
this morning I realised I haven't any BONUS or End OF LEVEL BADDIES
in-DAMMIT! I intend to go back to this Saturday night and do some
more work. Last week I was working on my other SEUCK
game-WHEELSPIN, this of course is the Prototype for the rather
interesting game BOUNCY CARS! Both games are going to differ cos I'm
using Sideways SEUCK to create WHEELSPIN but BOUNCY CARS will be a
game written from scratch. Anyway boring yap aside, I have had
a mega game hunt day on Tuesday my dad ran me to Cleckheaton, I
caught a bus to Dewsbury and found a shop that did SNES games (
thanks for the help with the game prices Andrew ! ), then I went to
Batley (nothing there!). Then I went to Leeds and got some Retro
stuff from a shop there! Good Times!!!
16th
May 2010 - Catch up time (Richard)
Well, after the Sideways scrolling SEUCK compo 2010 prizes. I am
finally ready to return to Up in the Air. Wayne got back to me a few
weeks ago, regarding the enemies in level 6. He was quite pleased with
level 6 so far, but there was still something missing. Wayne wanted the
Gyrocopters to be able to shoot bullets. As I don't have knowledge
about sprite multiplexors, I came up with an easier option, which is to
make the last enemy sprite the bullet. So I took a look at the command
tables for level 6, and zeroed the up and down control for enemy 5 so
that it will move across, like a bullet. I also changed the frame for
enemy 5 so that the enemy is of course a bullet. After a test run, I
could see only 2 gyrocopters and 3 bullet sprites. Oops, ah well. I
know what I done there, so I altered the level 6 startup parameters so
that there are 4 Gyrocopters and one double bullet. After another test
run I see 4 Gyrocopters and one bullet. Fantastic. Now it's up to me to
make this bullet shoot out of a Gyrocopter after it leaves the border
on the left.
I created a new label value, which is called
.Sprite5IsBullet and for levels 1 - 5, I set
.Sprite5IsBullet to be zero, and for level 6 .Sprite5IsBullet to be
one. I assembled to check for errors. Thankfully, there were no errors
during assembly. So now that I am happy with the label. It is time for
me to add some new routines into the enemy sprite movement and enemy 5
sprite collision routine - depending on whether or not the sprite is a
bullet. I added a little test bullet sprite routine, to make things
quite more effective, so that the bullet object moves at the speed of
'3'. I assembled the routine. Then I test run it. Seems to work okay.
Then I added some additional routines that will correspond to the
sprite that checks for which sprite can fire the bullet after the
bullet has left the screen. I assembled the source - no errors. Then
run the program again in WinVice to see what's happened this time
round. I got all chosen sprites in the routine to fire bullets.
BRILLIANT. Now all I need to do is disable the player being able to
kill sprite 5 with it's bullets, and hopefully level 6 is finished -
apart from the boss stage which needs to be added some time next week.
Oh hang on, I have already done that :o)
20th May 2010 - SEUCK (Wayne)
This mornming I woke up at 6.30 ish ( dont know why ) after lying there
a while I decided to do some work on the SEUCK game that I wish to
include on the UITA disk, I think another week of work and this should
be done! Also done more work on my other SEUCK game-WHEELSPIN,
this now has four levels. Am trying to make sure
that it contains differences to the final version that will become
BOUNCY CARS. Am off back to Dewsbury today to see if I can get some
more SNES
games!!! God am such a geek LOL! :-> Gonna work on some more levels
for UITA next week I think...