Errrr – whoops!!!

Ok – admission… I’ve somewhat forgotten to update this for a while!

Things rather gotten in the way over the last year – moving, illness (yikes!), work and so on. Thats the not-so-nice stuff. However, the good news is that over the last few months we’ve been somewhat hard at work on the game… indeed to the stage that it’s very very near completion!

This weekend, which is slightly longer than normal, i’ve a few graphic updates to finish, a little sprite re-organisting to sort, and then I can start work to get things as they should be.

Now – I dont like showing off things until I’m happy with them …. however if you where lucky enough to go along to the recent RetCon show then you’d have been able to see (and play) the latest build. Also would have had a chance to natter with all of us invoiced (Me, Gordon, Balor and Phil W) as we were located next to the stand for Quazar: which as you can imagine had some amazing SAM Goodies on show.

Oh and while I’m at it…. have you purchased the latest issue of SAM Revival magazine yet?
Issue 26 is out right now – and it is absolutely fecking great!
Some very incredible previews and articles indeed. Including the amazing looking new SAM Dizzy game. (Oh and did I mention our project gets some coverage too!)
If you’ve not purchased it yet – click this link – right now!
I will be incredibly shocked if you don’t purchase this right away!

Anyway – to finish off for now (I’ll be back in a relatively short time – as in days not months – as there’s been some nice Sam games i’d like to blather on about 🙂 ) thanks for reading this – and hope to give you more wonderful words soon!


You wait…time passes..

Yes – I know – not got round to updating this for a while. Sorry about that 🙁

It’s been a rather busy few months recently – what with one thing and another. Not always “of the good” – but … well that’s another matter.

Anyway – good news is that the current project is growing closer and closer to being finished. I’m at the stage of things now where I am supposedly not touching code, but concentrating on debugging, tweaking layouts, and so forth.

Unfortunately I did end up tweaking some code. Good news is that many of the adjustments worked ok. One feature didn’t – so that’s been left out.

Anyway – a few probs at home have reared their head – so will be back to the keyboard in more earnest this weekend. Fortunately have a day or two off from work – so that’s a good thing.


Onto more fun matters….. BATTLEZONE!!!

That excellent coder Chris Pile – who brought an amazing version of CP/M in ProDos and an excellent version of the arcade classic Defender – has brought out a new project, that he’s been working hard on over some time – a version of the classic Battlezone game.

And what can I say – but it’s a really well polished project.
Nice and smooth (and quite fast) 3D, as challenging as ever – and even supports the Trinity interface (see www.samcoupe.com for more info!) too – using it for storing keys and high-score table.

My wonderful video skills (ok don’t laugh at once!) have generated two vids of it in action

https://www.worldofsam.org/sites/default/files/2021-03/Image4_0.png

https://www.youtube.com/watch?v=GKipYwsm9FA – this is played on Trinity itself (the picture has been adjusted slightly for brightness due to the capture)

https://www.youtube.com/watch?v=3l8xnj5KN7M
– as played on the SimCoupe emulator – I managed to score a bit better on this quick game 🙂

Anyway – hope you enjoy them, – check out this page for more info on the game!
https://www.worldofsam.org/products/battlezone

Updates

Well flu did really mess me up recently. Only just getting back into my stride again….

However – before my breathing system got replaced with a mixture of superglue and sawdust – work was moving along rather well on level one of the game.

Indeed – it appears that I only really need to add some corrected sprites (slightly mislined in the grabbing process), some conveyor belts moving the right direction (but why can’t I confuse people and have the pointing the wrong way? :)) and a couple of key blocks.

Otherwise it’s looking pretty good.

The good thing is – that the work on level 1 will also rather help with level 2 somewhat – so as soon as my fixes are done in the next few days (hopefully!) then I can finally get 2 underway.

Also managed to get a nice shiny new font installed…. and realised that if I want – I could even go for a multi-colour approach. I’ll have to test that though to see what it looks like…

I have been toying with a few miner (ho ho) changes to the finished names of the game and levels – not set in stone (ho ho) yet – but we’ll see very soon!

Anyway – back to the vics, and early night – and perhaps more code tomorrow again!

Lets get jiggy…

Bit of a new year break – had a bit of illness… but despite all that – ready to go!

Have now got my SAM armed with Trinity (WOW!) and SID Interface.. and am really planning to jump on my work with being able to test on a Live SAM 🙂

More later !

Update

So to recap…

Been working on my own utils for the game. Not pretty but work well enough.

Currently replacing original graphics with the new redesigned ones.. ready for the first and second sets of levels. The third set aren’t far off.

Some improvements made on the main animation – which is looking “
Schway” to say the least!

Lots of other bits coming along… but still more to do – so back I get to it… when is my music starting Spotify?

Achooo!

Damn flu – make me even grumpier than normal, if that’s at all possible.

However, one thing that has brought a smile to my face (which is a rare site – and tantamount normally to seeing Mr Michael Myers of the Haddonfield Myers, wearing his beloved mask… as in rather scary!) is seeing some amazing graphics for my current project.

Thank you to the talented person responsible, and these will certainly help make it look much much better!

Have done a bit more work – hope to get more on the way now i’ve stopped with as many pounding migraines.

More ‘ead ‘itting…

However – I’m rather pleased. I aimed to get to a pretty far stage in my basic editor – and pretty much hit my target.

Save, load, palette cycling – and a good step towards allowing completed data to be saved in its run-time format.

Woo-hoo! Time to go to the piccies me thinks!

Round and round….

Well, the routine I was decoding was starting to get my nerves somewhat – so I had to get some more experienced help.

It now makes more sense somewhat – almost decoded it – but it’s rather clever coding. Well to me at least 🙂

Thanks for the assist Balor 🙂 Would have cost me more of a hair-loss without!