I'm one step closer to releasing a game.
Lots of stuff I've got to do in 2 weeks: Enemy projectiles, enemy graphics, boss, title screen, game over screen, pause screen, credits, and more levels.
#snesdev
I'm one step closer to releasing a game.
Lots of stuff I've got to do in 2 weeks: Enemy projectiles, enemy graphics, boss, title screen, game over screen, pause screen, credits, and more levels.
#snesdev
Finished drawing the tileset.
I ran out of time (if I'm to meet my self-imposed deadlines) but this is a good place to stop.
I wasn't able to come up with a left/right wall design, it's just a 2px black border.
(Pink is transparent and dark-magenta are unused tiles).
Finished drawing the tileset.
I ran out of time (if I'm to meet my self-imposed deadlines) but this is a good place to stop.
I wasn't able to come up with a left/right wall design, it's just a 2px black border.
(Pink is transparent and dark-magenta are unused tiles).
Coded a security bot enemy.
Coded an enemy that jumps towards the player.
Coded a security bot enemy.
Coded an enemy that jumps towards the player.
- Added player projectiles, a melee attack and multiple gravity constants.
- Added room transitions, d-pad activated (up press) script triggers and doors.
- Played SMB2 (SNES) for inspiration.
- Reviewed and rewrote the game's todo list.
- Added semitransparent water.
- Added player projectiles, a melee attack and multiple gravity constants.
- Added room transitions, d-pad activated (up press) script triggers and doors.
- Played SMB2 (SNES) for inspiration.
- Reviewed and rewrote the game's todo list.
- Added semitransparent water.
Found the motivation to overcome my procrastination.
Added a player melee attack to the game.
Found the motivation to overcome my procrastination.
Added a player melee attack to the game.
Added anti-gravity to the base enemy.
Coded an enemy that avoids ledges.
Added anti-gravity to the base enemy.
Coded an enemy that avoids ledges.
Coded a very basic enemy that turns around when it touches a wall.
Coded a very basic enemy that turns around when it touches a wall.
- Panicked about my lack of progress in my snesdev game jam game
- Brainstormed and sketched the enemies I want in my game (instead of keeping them locked up in my head)
- Panicked about my lack of progress in my snesdev game jam game
- Brainstormed and sketched the enemies I want in my game (instead of keeping them locked up in my head)
Wrote a python script that uses usb2snes to extract the smpspeed test results out of the VRAM tilemap and into a csv file (while the console is running).
Recorded and graphed my PAL console's S-SMP (audio CPU) clock over 2 hours.
Wrote a python script that uses usb2snes to extract the smpspeed test results out of the VRAM tilemap and into a csv file (while the console is running).
Recorded and graphed my PAL console's S-SMP (audio CPU) clock over 2 hours.
Finished the audio driver state window.
Finished the audio driver state window.
Started the audio driver state window.
Started the audio driver state window.
Coded a player movement prototype in rust with different physics values for ice (blue) and slow-down (grey).
Fixed a bug in the audio driver's pause IO commands.
Coded a player movement prototype in rust with different physics values for ice (blue) and slow-down (grey).
Fixed a bug in the audio driver's pause IO commands.
In this example, I'm holding left/right and tapping up/down.
The stacking sliding velocities cause a unwanted speed boost.
In this example, I'm holding left/right and tapping up/down.
The stacking sliding velocities cause a unwanted speed boost.
I thought I could have a polar movement velocity and a cartesian sliding velocity.
The sliding velocity would be decremented by a friction value, which changes based on the entity's state (ie running, on-ice, slow, etc).
Here's an example of ice physics:
I thought I could have a polar movement velocity and a cartesian sliding velocity.
The sliding velocity would be decremented by a friction value, which changes based on the entity's state (ie running, on-ice, slow, etc).
Here's an example of ice physics:
Added global music and global sound-effect volume to my audio driver.
Created a prototype movement demo in rust to test my polar+cartesian movement idea.
Added global music and global sound-effect volume to my audio driver.
Created a prototype movement demo in rust to test my polar+cartesian movement idea.
Added subroutines to sound effects.
Added subroutines to sound effects.
The FIR filter manipulates the echo buffer feedback and can add character to the SNES's echo.
Headphones recommended, the echo FIR filter changes in this example are subtle.
#snesdev #spc700