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Building Takes Time Blog
19th April 2022
The Flappadiddle level builder currently takes 732 frames (about 12 seconds)

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It *could* be quicker than that, but I'm trying to make this a constantly moving game without any stopping to generate a level.
With that in mind, then, the generator is working one bit at a time in the background.
The first 40 frames, it clears out the array and adds a random layout of spikes into the array.

From frame 90 onwards, it runs through the array and for every spike it draws it to the buffer, on the unseen half of the buffer. (The buffer is two screens wide, and wraps around.)

It does this right at the start of a new level, so that by the time you've completed the level, it's ready to scroll over in that nice way that Flappadiddle does, and then starts all over again.


View on YouTube

After a heck of a lot of tweaking, yesterday, this is now functional.

Today's task is to make use of the 50 frames that are left-over, unused, from frame 40 to 90, and use that time to place the platforms, then carve out a route between them, without it being WAY too obvious what that route is.

The collision detection is half-working. You can tell, because Flappy's standing on the green platforms at a couple of points in the video.
This should hopefully be easy enough to expand into a proper collision for the spikes.
I think!!

After that I need to add some sort of enemy, probably just shooting darts or something, and then add scoring and maybe a nicer background.

*phew*

It's all coming together. Bit by bit..
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