Last Updated:
July 23, 2000
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Project Status
This page is here to keep you all up-to-date as to the various projects im working on, and what status they are
in. Click on the Various project links to jump straight to their status.
Jelly Othelly
July 22, 2000 |
Wow! Lots more stuff happening here! First up, I completely revamped the website to make it more appealing
to modern man. I also released the first preview version of Jelly Othelly to the public. This is a great step for
me, not only did I get some work done on it, but it will allow me to get some response from the public as to what
they would like to see appear in the game. I decided to leave the scoring system out of the beta, as I wasnt enirely
satisfied with what it could do, I still need to tinker around with it to get the best settings. Whilst the Beta
is in circulation, im going to spend some time working on a new version of Twinz. Keep posted for more! |
July 4, 2000 |
So much has been going on since the last major update here, moved to a new house etc.
Implemented a scoring system for the game, in order to use high-score tables & leagues when internet play is
established. Also redid some of the main screen graphics to make them a little neater. Removed some pain-in-the-ass
code to make the game run a little faster, released a private Beta version to a few close friends, received a much-smaller
list of bugs back than the last time! Also moved this webpage to a DSL location for the time-being, enjoy the speed!! |
June 1, 2000 |
Implemented new font changes into the game code, looks rather nice =)) Removed all
older font calls, so it doesnt collide with each other. Also changed the way the fonts are drawn on the screen,
and is now around 10% faster than before. |
May 28, 2000 |
Completely re-made all of the game fonts, using jelly-style fonts, and also a blubbery-like
background inside each character, to make them really authentic. Also swapped around some of the graphics, added
a bit of depth to some images, and cleaned up some un-needed pieces.
Fonts looked rather lame on the backgrounds, so added complete shadowing on every character and font. |
May 21, 2000 |
Fixed a bug where the jelly tiles, and the blockers were mis-aligned. Also fixed misalignment
on the minature board, when the player goes into the options section. Finally added options to turn the sound/music
on or off in the options screen. |
April 9, 2000 |
Implemented the new GFX done by Paul Burkey (Thanks dude!). Also fixed the immediate
problem with the eyeball animation, due to the new GFX not lining up correctly. Removed crap from the Jelly draw
to keep the size of the Exe down to a minimum. Saved approximately 1Mb of compiled data by doing so.
During the midst of a small boozing session, realtered the graphics on the green jelly font so that they werent
as cluttered up on the screen as they were before. Wether they'll look as good in the morning, who knows! I guess
i have to wait until the schnapps and the goldschlauger wear off before I can give an honest opinion!! LOL |
January 2, 2000 |
Added a couple new sound effects to gameplay. The first is for when the user clicks
on a part of the playing board that cannot be moved into (a no-scorer) and the second will sound if the user clicks
on the guy that bounces up and down the screen (when he is implemented). |
January 17, 2000 |
Began extensive testing of the game to compile a complete list of all minor and major
issues at this time, which need to be attended to, before a commercial release of the game can be made.
Fixed a bug, which prevented stalemate code from being executed. Instead of going to the results page, it would
return the player back to the game.
Created a brand-new font, to replace the traditional Jelly font. The old font looked a little too blocky, so I
created a new one to take its place using my Amiga 1200.
Completely re-drew the eye animation sequence, now it looks less blocky, and a lot more cartoon-like.
Fixed a bug in 2-player mode, which still drew “CPU” in the red jelly box on the playing board, instead of Player
2.
On a 2-player game, the request to choose a difficulty level still popped up. Fixed it so this doesn’t happen.
Added some code which prevented the eyeballs from the blinking animation, staying on the playing board when the
human player 2 made a move.
Blocker graphic had black lines around it, when it appeared on the board. Fixed it so this no longer happens, and
seat’s itself perfectly.
Several rows on the board would appear to have gaps in-between the tiles when on the board. Instead of re-doing
the whole data array containing the values, I added some code which just altered the array after it was created.
This makes for easy adjustments if the error is still uncorrected at a later time.
Changed the difficulty level banner, to also show the name of the board the user is playing. Also modified it,
so that on a one-player game, the difficulty level would be shown, and on a 2-player game, the difficulty level
will not be shown, as it is not needed. |
January 16, 2000 |
Fixed a bug in the WAV and MIDI loading, which allows the binaries to be executed correctly
on other peoples machines, as the sounds would only play on my machine, unless a file for WAV and MIDI sounds was
present, with the sounds inside it.
Removed the program code and the arrays associated with the old Xenon-style font, as they are no longer needed
now I have reinstalled the original game font.
Re-formatted the main code a little, so that the board levels now have their own procedure statements. This prevents
any mass-repeated code, as the levels are no longer pasted in the options section (for previewing the boards) and
the board setup routines, therefore halving the old amount of board code and saving about 10K of program when compiled.
Added designs for 13 playing levels (board layouts), several of which are from the original Amiga version of the
game. Named 2 after Paul Burkey =))
Completed the options section, so that all options can now be defined before a game begins. Previously, the options
the player set were completely ignored, for testing purposes. |
January 13, 1999 |
Finally tracked and fixed the bug which occasionaly prevented moving. It was the horizontal-right
direction lookup, would always return 0 due to a stupid error on my part when i renamed a set of variables.
Added a simple MIDI file into the game to give it a bit more lift. All music will eventually be MP3 music when
the game gets cleaned up a bit, and closer to completion.
Began major cosmetic changes. Adjusted the graphics file for the sprites by altering the cone fan animation, creating
a set of animated cone features, repositioning certain items on the board, added a completely brand-new font into
the game (the jelly font from the original game!) plus a whole heap more things.
Added code in the game to make the animated cones work. Looks very trendy =)) Previously they just appeared for
testing purposes. More animations will be coded during next few days.
Added the code in the game to use the new system font, from the original Jelly Othelly game on the Amiga.
Placed a "Doohickey" in the graphics file, which represents a blocker on the playing board.
The spoon is now animated when you flick the jelly onto the playingboard. It also plays the traditional Jelly sound,
which I increased the volume of, just a tad.
Changed the dispenser so that it doesn't bring the fan back out before bringing the dispenser out of view. The
original Jelly did it this way, and it looka little tidier doing it this way.
Made final changes to game code to fully utilize the traditional Jelly Othelly game font. |
January 9, 2000 |
Re-sampled the Amiga version sound samples, into CD quality format. They sound like
the original Amiga version =))
Altered the way the jelly dispensers come down, so they are more in time with the actual sound effects. |
January 8, 2000 |
Altered the speed at which the eyes blink on the spoon so that they blink faster.
Added the options screen into the program. Most of the functions are still unresponsive. Adding them piece by piece
during testing.
The number of games in a round is now set up in the options screen. Code needs to be implemented in the main game
routine to make it work properly.
Now the choice can be made as to wether you want to play a one or two player game. Testing hard-coded it to use
1-player mode. |
January 6, 2000 |
Blinking jellies had a small bug in them, where if the timer for the blink period exceeded
the last blink, it would blink again. Fixed the eror and changed the code to prevent it happening at any time.
On occasions, the blinking jelly would leave the current blink position on the playing board when the computer
or human player made their move. Fixed the code to prevent it from happening.
Re-wrote the core of the medium difficulty level. Now it is more efficient at plotting moves to prevent the human
from making powerfull moves. More difficulty levels will evolve to include looking for key footholdings to the
corners, so monstrous moves can be made by the computer towards the end of a game. The entire playing strategy
is going to have to be greatly revised anyways, as it plays like a pansy. When most of the other stuff is out of
the way, ill spend several days on this part of the game alone.
Medium difficulty will not cause a stalemate - ever (I hope!). I encountered a situation where the computer could
have taken all of my jelly pieces, but alas, it didnt. I am going to remove this featre in the more difficlt levels,
so the computer can give the human a more serious thrashing!! To make things more interesting, I might only have
this feature removed in the "Cheeky" level!! |
January 3, 2000 |
Completely replaced the Medium difficulty level. It isn't quite what I want it to be,
but once more items are cleaned up in the game, I will alter it to reflect different game changes & a possible
new strategy.
Now the computer will not dispense a jelly for a player if they cannot move. After a reshuffle of stuff, I finally
managed to get this working properly without it doing any of the freaky stuff it used to. Thats what happens when
you code whilst stupendously drunk!!.
Began working on jelly animation whilst sat on the spoon. The jellys will now blink every second.
Jellies blinking at you on the spoon looks pretty, changed the code so they will blink anywhere from 0 to 8 seconds
since the last blink that they did. <sigh> Joy! Using this random method, the blinks appear to be much more
realistic than what they would if it was a steady, even interval. Its almost scary, hehe |
January 2, 2000 |
Removed a few statements which printed stuff on the screen from previous testing, and
had sneaked past me at some point when I thought id removed them.
Added a piece of code which prevents the computer player from constantly trying to morph in itself, by only allowing
it to perform it once per move.
Changed the way a jelly is dispensed, so that it is only dispensed when the player can actually move, preventing
it from dispensing inappropriate jellys.
Added a small piece of code, which might prevent the computer moves from locking up, and also increase scoring
efficiency. Cant rule out for sure wether it fixed the problems, but will keep an eye on it. After several days,
it did indeed make a big difference. |
January 1, 2000 |
Created first testable version. Sent to several testers. Many many bugs <shrugs
shoulders> sent to me within minutes.
Changed random function for the spline direction when morphing the spoon from its present spot, to the next, so
now it is a bit more random.
Altered dispenser routine, so it will not dispense a jelly when the playing board is full.
Random spline function is now a little more random.
Jelly dispenser now drops down a lot faster than before, and also lines up with the animation frames. Also fixed
a bug which prevented the fan sprite from going to it's original size, causing oddities in the animations.
Jelly dispenser now reclines to the top of the screen when the jelly is squeezed out. |
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Twinz
July 23, 2000 |
Completely erased all of my code and graphics for Twinz, and started the project over again. I was getting
very bored with the gameplay, and have decided to opt for an approach like Shanghai & Mahjongg. I designed
a level using simple tiles, which so far integrate rather well, and have a few tricks planned as far as visual
effects go. Will commence working on the game engine over the next week or so. |
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Current status as of 6/17/2000: 3 levels completed graphicswise, very simplistic game
engine created, will begin full documentation when engine progresses a little further.
Aztec Challenge
Current status as of 6/17/2000: Designwork almost complete, have a few bits done for
graphics, but nothing in solid gold yet. No game code created yet.
International Stunt-Car Championship
Current status as of 6/17/2000: Designwork for the game started, yet not complete.
1 3D car model created to play around with, the only game code so far is to play with the 3D model.
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