Atari Jaguar Video-Games Programming and Development
No coding today, but I've had a few nice ideas for when I do coding again.
posted by Bad Coder Sunday, January 26, 2003
Well it's not often that I spend even part of a Saturday looking at Jaguar code, but I did yesterday. BadCode5 now is playing much better, the changes to the gameplay for the existing BadBall mode are nearly there, and the BadWall mode is coming along nicely. Of course the long delay in doing anything with my code is still a problem, no matter how many comments were added to the code. Look out for BadCode5 (Wall) to be coming your way before Easter, in a much more finished form than previous binaries. I really would like to put BadWall away and move onto other projects that are related to the "player versus overwhelming odds" scenario that BadBall eventually gets toward!
posted by Bad Coder Sunday, January 19, 2003
Another useful evening resolving some problems reported to me after the release of BadCode4 (Metal). That version included the "egg" which I suggested for all future "Underground" releases, which was the ability to move the screen around, and store the settings in the EEPROM of the cartridge if initiated. For those of you that did not try this, pause the game, then press # to activate, move, # to deactivate.) The problem was some PAL users reported to me that the default screen position for PAL was bad, yesterday evening I was able to test that, and correct it. All future BadCoder binaries should be OK.
posted by Bad Coder Friday, January 17, 2003
Well, last night was a big breakthrough.
a) I got time to update BadCode5 a little bit, after I said that I would release it.
b) I resolved an annoying problem with the menus which were broken after I optimised some code.
c) I started to review the list of promises that I made for BadCode5 and check they're mostly there.
For anybody that might read this, I am still looking for feedback, graphics, sounds, and ideas too.
posted by Bad Coder Thursday, January 16, 2003