+darryl1970 Posted August 23, 2020 Share Posted August 23, 2020 (edited) This is NOT the Popeye arcade game!!!!! Please do not expect the arcade version. This was my learning tool. There is a history of my journey below the latest version. When I finally figured out how to plot a background, I made Popeye follow the board. Brutus just went back and forth, jumping up occasionally. ...Then I added extra punch frames. ...Then I added Olive. ...Then I made Brutus follow the screen, collision detection, spinach, a heart, etc. ...It would require almost a full re-write to change this up, because there wasn't a lot of planning behind the current code. I just kept adding things. It would take planning to consolidate and add anything more. I also lack the time to dedicate. I wasn't planning on releasing this, but I figure somebody might enjoy it. It's almost like having Popeye. In the past 3 days, I've added basic logic to Brutus, scoring, sound, and cheesy title/level end screens. It's become kind of an obsession. Every time I think I am content, I decide to add something new. This doesn't play like Popeye. It is a little faster. Just try to see how much you can score before Brutus gets you. The hearts will also fall into the water. You have one life and one level, so it's like an Odyssey 2 game with better graphics. The scoring is based on the arcade 24 hearts clears a level. Level 2 adds some additional logic to Brutus. I added basic sound, because I felt it was too quiet. 9/1/2020 -- Minor Updates. PopeyeMiniGame.beta3-1.a78 PopeyeMiniGame.beta3-1.bin Used "double buffer" to get rid of the random garbage (Cannot shake the screen with the double buffer) Added proper heart for level clear Cleared the screen on "Game Over", like the arcade (Clear with yellow text) Added pauses before rounds ------------- End 9/1/2020 ------------- 8/31/2020 -- Added Sea Hag, bottles, up to 3 hearts at one time, and other adjustments -- More Info Here PopeyeMiniGame_beta3.a78 PopeyeMiniGame_beta3.bin 8/25/2020 - Full screen adjustments and tweaks PopeyeMiniGame_beta2.a78 PopeyeMiniGame._beta2.bin Added Utilized full screen width. This compromised the number of sprites per row. To remedy this, I drew the hearts, spinach, bucket, and punching bag on the correct size sprite, instead of using an entire 16x16. I redrew the spinach platforms as part of the screen, instead of using sprites. Added screen shaking when Brutus hits the wall Made adjustments to find the top and bottom of steps easier Cleaned up some sound effects Re positioned the heart count. I tried to draw all of the hears, but it cause major slow-down. I might try a couple other ideas later, but this is on hold. Eliminated the 30pts when punching the bag. Sprites were not getting drawn. Slowed down the speed of the hearts on the first two levels. This makes it easier to camp out, but doing so will lose out on a chance to use the spinach and bucket. Tweaked jumping off the top levels Adjusted the punch to lunge less, like the arcade. Considerations As time allows, I will consider adding bottles. I am not sure what the sprite limitation will be. As time allows, I would like to consider multiple hearts. I'd like to clean up the sprites. If the above go well, I may consider refining the logic, to consider a full game. End 8/25/2020 8/23/2020 Bugfix I consider this a beta, because I might take some time to fix some of the quirks. PopeyeMiniGame_beta1.a78 PopeyeMiniGame_beta1.bin End 8/23/2020------------------- Update 8/24/2020 -- ** Bug Fix **: I figured out how to reproduce the bug. It occurred if Popeye started up stairs just as the spinach wore off. I think this has squashed it. PopeyeMiniGame_beta1b.a78 PopeyeMiniGame_beta1b.bin End 8/24/2020 HISTORY: I didn't set out to make this into a game. Here is the general order of things. I wanted to learn about the 7800, so I downloaded 7800Basic on the 9th. It took me 3 days to figure out how to create a PNG file that would display on screen. Once I figured that out, I created a really rough Brutus sprite. He was animated for left and right movement, but moved anywhere on the blank playfield. Eventually, I made Brutus go back and forth. Popeye was controlled by the stick, and Brutus would jump up if Popeye got too close. It took me another 3 days to figure out how to draw a playfield. Even after that, it was pretty ugly. I had given up, but decided to start over on the 14th. By the 15th, I started to get it. On the 16th, I finally got it. The steps looked kind of narrow. On the 17th, I decided to start the playfield over. I changed it up a little By the 18th By the 19th, it resembled the current version. I started adding play elements. Once I finalized the background, I started adding things. I decided to add sound yesterday, 8/22/2020. I used the samples from Atari Basic. Today, 8/23/2020, I learned how to tweak the sound. It isn't much, but it's better than silence. --Darryl PopeyeMiniGame_beta1a.a78 PopeyeMiniGame_beta1a.bin PopeyeMiniGame_beta1b.a78 Edited September 1, 2020 by darryl1970 Update version 31 Quote Link to comment Share on other sites More sharing options...
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