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Amiga Progress Blog
29th March 2022
Got a whole lot of stuff sorted, yesterday.

-=-=-

The odd top-layer corruption was figured out, eventually.
Turns out that, even though that "slice" was set to being a single-layer thing, it still seemed to want me to give it both a foreground and a background bitmap.
Adding both solved the weird corruption, and all was golden!

Once I figured out what was causing that, it was on to adding scores, getting the score display to work in a fast enough manner (took a bit of optimising, but I got there eventually) and then on to the audio.
I was hoping that by keeping "sounds" in channels 1 and 3, and then music in channels 2 and 4, I could get both working simultaneously, but.. Nope, it didn't seem to like that at all, and threw a major wobbler.
If you're keeping score, this was Amiga-crash number 3!

The Music's now out, and so there's only the lonely monotonous bouncing of the ball to keep your ears entertained, alongside those traditionally increasing-pitched beeps as you pass the spikes.

The game is now in a nicely playable status.
Today I need to write a pseudo-random generator, as the internal Blitz Rnd command doesn't appear to have any kind of seeding available. Hmm..
Shouldn't be too hard. I think I'll be able to mostly copy the code I've previously written in SmileBASIC, but whether it'll be fast.. No idea..

The game should probably also have a titlescreen, but .. *shrugs*
I have a tendency to just leave my SpikeDislike-Tests as rather plain, don't I..

With any luck, the game should be ready for release later today.


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