27 August 2012
It's finally done. Didn't do the website for ages,
carried on with life, then a few years ago got the coding
bug back again. And it's finished! Head to the download
section and go get it. :-)
14 September 2004
Had a bit of a mental block so working on a quick simple
single-screen game to test all the routines that WILL
be used in JetHunt. It's on hold till that's finished but
should move quickly once that's done. Fingers crossed!
However, map, music, gfx, animation and sprite scripting
routines are all DONE!!! Yay!
16 February 2004 -
still flowing - fingers crossed!
Finished animation routines on main sprite - it looks and
works good! - now to work on my input routine
15 February 2004
Worked on control system - got gravity and inertia
working - no animation, map collision or firing yet
made demo with basic base collision to test input
routines - they still need work but will be finished
Various tweaks to existing codes
Getting a flow again?
14 February 2004
Entered BASTARD routines into code - they'll need to be
altered but are usable so they're in!
Started on control, movement, animation and collision
routines for the hero
Partially implementing movement routine done in 2001 for
my original JetPac remake JetHunt!
(this way, at least I don't have to write the inertia
from scratch again - ah reuseable code!)
added forgotten to-do routines
11 February 2004 -
quick update on progress
Optimised B.A.S.T.A.R.D. to allow nested loops thus
Other game design aspects in progress while in work
Got additional coder and musician if needed! I'll see
what happens (or if I get any slower - whoops!)
5 February 2004 -
just as I start - my PC dies
Had to reinstall and repair my PC, everything had to be
restored from backups
At least I backed up my entire coding directory before
the crash took out my HD
Should be doing some more tonight - will bring a new demo
when it's finished
Be patient - and remember PC's get ill too! Blooming
29 January 2004 -
Whoops no flow, lets try again
Christmas and a very skint month nearly over - time to
reacquaint myself with the code
Got Reshack for replacing the nonexistant
Blitzplus executable icon - I just need Jase to draw one!
Did some more file organising, music sfx gfx etc
I now know what routines need to be written or imported
so I'm sort of back on track!
Should be back to coding soon - I know if I get a flow
going this game won't take long but stupid hours in work
and system problems have scuppered me so far - I'm
progressing but very slowly. ETA now is late February
or March at the latest for at least a few levels in a
demo - this will be freeware but drawing the levels will
up most of the time - I want at least 20 before the full
version in unleashed! Be patient and let me pull my own
hair out - there's enough of it!
I'll bring another tech demo to prove I'm coding next
week - probably the main sprite control demo. L8Rs
17 December 2003 -
what! getting a flow?
Ditched my old font routine as I'd used it on everything
so far and was fed up with it!
Using Seth Jeffery's (Cyberseth) fontlib and creation app
to make funky new bitmap fonts
Wrote test for fonts - they work great!
Converted gfx to png as this format is much smaller than
24 bit bitmap!
16 December 2003 -
yep, stiil working on it!
Got map to work - a basic test using test blocks here http://coagulus.newport.net/bin/test2.zip (hold escape for a few
seconds to quit it!)
Started work on control system and added to do list to
source as list of functions to write
added old font routines from Timebomb:The Remake - can't
be bothered to write new ones as they work!
9 December 2003
(After a bit of a break - whoops)
Created a to do list so i can keep track of all the
things I need to do while programming this game.
Decided on Map editor - Mappy by Robin Burrows has all the Blitz functions
I need and is a good free editor!
Will put to do list on here so you can see my progress -
hopefully this week!
17 November 2003
Amended B.A.S.T.A.R.D. to allow up to 100
sprites onscreen (probably too many for this game but
always good to have upgrade potential - the routine would
probably be OK with thousands - well, on a fast
enough PC anyhow! I hope to have the first assemblence of
a playabable game by the end of the week. I'm
collecting some sound FX at the moment - the game will
have options for sound FX, Music, or both. I hope!
If the B.A.S.T.A.R.D. runs well, I will keep this for all
my non AI sprites in all my 2d games! I'm not looking
forward to doing a 3D version in the future! I know where
I am in 2D! Eh?
11 November 2003
Wrote animation system to animate baddies - yay -
progress - just need to modularise it for insertion into
real game code now! View the test (if you have to at http://coagulus.newport.net/bin/test1.zip ) - don't expect
miracles but I just thought I'd add proof!
Got directories and gfx together, obtained working map
editor with code for loading and saving.
Played original again to refresh my memory
Gave gfx to Jason - is updating them
Writing animation system (B.A.S.T.A.R.D. - Basic
Automation System to Animate Repeating Denizens)
- I should finish this and some other groovy parts this
Note - this is a very early mockup of the game - it may
differ greatly from this