Quote:
Originally Posted by LeCaravage
Considering the number of persons (two ?) involved in the game dev. I'm pretty impressed by the fast progress you've been making and, all during spare time.
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Development started around 8th November 2017 so has been going about 3 months.
One of the great things that came out of my last update was that a few Youtuber's seem to have downloaded the ADF to show off the progress of the game in their channels. It's very handy because it has unearthed lots of bugs for me!
Here's a list of them that I know about in no particular order
- Enemies don't appear on the next round until the Powerball resets them
- Bombs colour issue during start sequence
- Scene colour issue during start sequence, affects rounds 2 & 3
- ESB collision is broken when Powerball is active at the same time
- ESB has double collision when collected (or so it seems - strange)
- Sound effects are not fixed to last 2 channels
- The Extra token needs to appear after a number of enemies have been killed
- Powerball colour cycle issues, should cycle when touches a platform
- ESB won't fall from a left platform
- The jump/fall routine needs rewriting
- The colour cycle needs to made into proper HSL
There'll be other bugs I haven't noticed yet but I'll keep striking them off.
Tonight I nailed the ESB double collision issue (or provided a workaround).
It's an interesting one because each frame I read CLXDAT into a word. The ESB is assigned to sprites 2&3 while Jack is assigned in sprites 0&1. For some reason, even if I move sprites 2&3 after a collision is detected, CLXDAT still returns a collision even after the sprites 2&3 has been moved off screen.
Thinking about it now it may be an issue with the vertical beam and I probably have to wait until the beam is in the blanking period before I read the sprite registers.
Sorry, no video as not much to show. When I iron out most of the bugs I'll do another one and maybe add another enemy.