Lady Bug

developing/porting a new game or gaming framework? post in here!
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fizgog
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Re: Lady Bug

Post by fizgog »

marcusjambler wrote: Mon May 15, 2023 10:53 pm Congrats =D>
Probably worth waiting a few hours first :lol:
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
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marcusjambler
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Re: Lady Bug

Post by marcusjambler »

fizgog wrote: Mon May 15, 2023 11:26 pm
marcusjambler wrote: Mon May 15, 2023 10:53 pm Congrats =D>
Probably worth waiting a few hours first :lol:
HaHa... You could be right... Playing beautifully on Master running OS3.5 :D
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lovebug
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Re: Lady Bug

Post by lovebug »

heh yeah I know I keep saying final builds but I think this time it really might be ! :lol: :lol: :lol:

ok time to work on my nova game :P
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lovebug
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Re: Lady Bug

Post by lovebug »

marcusjambler wrote: Mon May 15, 2023 11:51 pm Playing beautifully on Master running OS3.5 :D
thanks matey, I tried my best to make it compatible with all versions of machines and os/mos
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lovebug
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Re: Lady Bug

Post by lovebug »

I long long time ago I recieved an email from someone about possibly producing physical copies of ladybug but somehow the email got deleted and then I forgot about it :(

If youre still interested then please let me know

and im very very sorry that I lost your email :(
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lovebug
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Re: Lady Bug

Post by lovebug »

fizgog wrote: Mon May 15, 2023 11:26 pm
marcusjambler wrote: Mon May 15, 2023 10:53 pm Congrats =D>
Probably worth waiting a few hours first :lol:
well it took longer than a few hours but I did indeed find another fault

with the recent change in the code to fix the sprite flicker when moving from the lower to the upper screen half I had introduced a few timing changes I had to fix

now ive just found another, from levels 5 to 99 when the enemy timer is running at max speed I found that the delayed enemy release could fail and the timer would do another complete revolution before releasing the enemy

each enemy release is delayed by a different number of vsync frames so that when driving around the maze they dont ride on each others backs (thanks to @Tricky for that suggestion) and also helps to spread out the junction path tests so they dont all happen on the same frame

originally I had allowed a release window of 5 timer blocks from top center but now that the timing has changed it is possible to miss sometimes
ive increased the window size to 10 timer blocks which is more than enough to fix the issue

to be honest im not sure why I wrote this release window in the first place ?, its probably something from a really early build before I had the enemy release flag ? and could possibly be removed completely
 
Build 003357
 
Lady Bug.ssd
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lady bug main menu.png
Last edited by lovebug on Sun Jul 09, 2023 9:45 am, edited 1 time in total.
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lovebug
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Re: Lady Bug

Post by lovebug »

thinking about it ... I should have really used a flag that gets set when the timer hits zero and then cleared once the delayed enemy has been released instead of that release window
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Re: Lady Bug

Post by marcusjambler »

I'm sensing another update :D
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lovebug
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Re: Lady Bug

Post by lovebug »

marcusjambler wrote: Sun Jul 09, 2023 11:13 am I'm sensing another update :D
:D
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Re: Lady Bug

Post by lovebug »

marcusjambler wrote: Sun Jul 09, 2023 11:13 am I'm sensing another update :D
Build 003360

removed that messy timer window code and added new flag enemyTimerZero which is set when the timer does a full revolution and hits zero (top center)

this is tested by .enemyRelease and once the frame delayed enemy is released the new flag is cleared

seems to be working fine, source code at https://github.com/LoveBug2084/LadyBug

thanks again to the guys at https://bbcmicro.co.uk/ for updating to my latest build =D>

Final Build ? it should be now
 
Lady Bug.ssd
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Last edited by lovebug on Fri Jul 28, 2023 8:54 pm, edited 3 times in total.
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Re: Lady Bug

Post by marcusjambler »

Build 003360
I'm sure those two Zeros at the front will be ample... :lol:
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lovebug
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Re: Lady Bug

Post by lovebug »

marcusjambler wrote: Fri Jul 28, 2023 5:56 pm
Build 003360
I'm sure those two Zeros at the front will be ample... :lol:
i hope so :D , actually this should be it as I cant think of anything else that needs fixing :D
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Re: Lady Bug

Post by marcusjambler »

Time to publish perhaps :D
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Re: Lady Bug

Post by daveejhitchins »

lovebug wrote: Fri Jul 28, 2023 8:49 pm
marcusjambler wrote: Fri Jul 28, 2023 5:56 pm
Build 003360
I'm sure those two Zeros at the front will be ample... :lol:
i hope so :D , actually this should be it as I cant think of anything else that needs fixing :D
You're just not trying hard enough :lol: . . . Sorry :oops:

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lovebug
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Re: Lady Bug

Post by lovebug »

daveejhitchins wrote: Sat Jul 29, 2023 7:52 am
lovebug wrote: Fri Jul 28, 2023 8:49 pm
marcusjambler wrote: Fri Jul 28, 2023 5:56 pm I'm sure those two Zeros at the front will be ample... :lol:
i hope so :D , actually this should be it as I cant think of anything else that needs fixing :D
You're just not trying hard enough :lol: . . . Sorry :oops:
Dave H.
:lol: :lol: :lol:


marcusjambler wrote: Fri Jul 28, 2023 11:59 pm Time to publish perhaps :D
where should I publish it ? thanks
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Re: Lady Bug

Post by marcusjambler »

lovebug wrote: Sat Jul 29, 2023 10:07 pm
daveejhitchins wrote: Sat Jul 29, 2023 7:52 am
lovebug wrote: Fri Jul 28, 2023 8:49 pm
i hope so :D , actually this should be it as I cant think of anything else that needs fixing :D
You're just not trying hard enough :lol: . . . Sorry :oops:
Dave H.
:lol: :lol: :lol:


marcusjambler wrote: Fri Jul 28, 2023 11:59 pm Time to publish perhaps :D
where should I publish it ? thanks
I guess you cant since its a port we wont be getting a physical release on 5 1/4 disk and artwork etc :(

Anyway... Its an amazing, very playable and colourful piece of work in its own right IMHO =D>
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lovebug
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Re: Lady Bug

Post by lovebug »

somebody from this forum did contact me by email about producing physical copies about 2 years ago but the email accidentally got deleted when I was 1/2 asleep and deleting a bulk load of emails in my inbox, I wish I could remember who it was
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Re: Lady Bug

Post by marcusjambler »

Arcadian maybe
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lovebug
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Re: Lady Bug

Post by lovebug »

marcusjambler wrote: Sun Jul 30, 2023 10:52 am Arcadian maybe
thanks , I just sent a pm @Arcadian but it seems to be stuck in the outbox :(
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tricky
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Re: Lady Bug

Post by tricky »

I think that just means that he hasn't read it yet.
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lovebug
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Re: Lady Bug

Post by lovebug »

oh thanks tricky, i thought it meant it was blocked
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Re: Lady Bug

Post by tricky »

Are you thinking of raising the code for another game?
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Re: Lady Bug

Post by Tetlee »

lovebug wrote: Sun Jul 30, 2023 10:08 am somebody from this forum did contact me by email about producing physical copies about 2 years ago but the email accidentally got deleted when I was 1/2 asleep and deleting a bulk load of emails in my inbox, I wish I could remember who it was
Good luck Lovebug, I for one would love to get hold of a physical release for this one, great game.

I missed out on the homebrew physical releases for the BBC and nobody seems to be doing them any more sadly.
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lovebug
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Re: Lady Bug

Post by lovebug »

OOF!

I found a mistake in the latest build, I thought I had seen it happen once before posting the build but I was really tired at the time
I kept playing but couldn't reproduce it so put it down to being too tired and posted the build

But there is a mistake for sure as I've just seen it again

This seems to trigger the problem

All 4 enemies are roaming around
Lady Bug collects the bonus vegetable item
After the vegetable music the enemies are roaming again
An enemy gets killed on a skull
When the timer hits top left and the enemy release warning is sounded a new enemy is instantly released instead of waiting for the timer to hit top center

I'll fix it, sorry guys and gals
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lovebug
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Re: Lady Bug

Post by lovebug »

Build 003365

fixed the enemy release bug that crept into the code after the new release flags were implemented

the fix was to clear the timer top center flag when the timer hits top left
 
Lady Bug.ssd
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lady bug main menu.png
Last edited by lovebug on Wed Sep 20, 2023 10:51 am, edited 1 time in total.
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bob147
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Re: Lady Bug

Post by bob147 »

Best post release support ever! Well done @lovebug, I've said it before and I'll say it again, I absolutely love how this version is bursting with colour, I actually prefer it to the original arcade release's somewhat more muted tones.
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lovebug
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Re: Lady Bug

Post by lovebug »

bob147 wrote: Tue Sep 19, 2023 3:33 pm Best post release support ever! Well done @lovebug, I've said it before and I'll say it again, I absolutely love how this version is bursting with colour, I actually prefer it to the original arcade release's somewhat more muted tones.
thanks bob147

the original designer(s) did an amazing job creating and programming Lady Bug and it was fun recreating it for the beeb, my graphic skills were not so great and the resolution limitations of the beeb made it harder but such is life

i'll be porting this to the 8 bit NES when im feeling up to it, it should be fairly quick as the program is already written and will just need mods to use the hardware sprites, tile based background graphics and sound

the NES port will use the original arcade enemy sprites :D
Last edited by lovebug on Sun Sep 24, 2023 10:54 am, edited 1 time in total.
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Re: Lady Bug

Post by fwibbler »

Would it be easy to port to the C64 or is it too different for that?
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lovebug
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Re: Lady Bug

Post by lovebug »

fwibbler wrote: Wed Sep 20, 2023 11:23 am Would it be easy to port to the C64 or is it too different for that?
porting to the C64 would be possible too and would require similar mods as the nintendo

damn it, that's another system i need to learn now :mrgreen:
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Re: Lady Bug

Post by fwibbler »

Nah, I was just curious. The C64 has too much software anyway :mrgreen:
We need more stuff ported back to the Beeb [-o<
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