Home Indie Game [C64] QUOD INIT EXIT IIo

[C64] QUOD INIT EXIT IIo

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[C64] QUOD INIT EXIT IIo

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This is a sport I’ve been engaged on, between varied different initiatives, since 2016 (after releasing its little 16 kB brother). Today I launched a brand new playable preview, and I assumed I’d open a thread right here.









Get it from https://retream.itch.io/quod-init-exit-iio and luxuriate in!

CHANGELOG (for the reason that 2020.03.21. preview)

* Made Zampo soar solely when he isn’t shifting upwards already (earlier than, if Zampo’s
  legs have been on a stable tile whereas he was already shifting upwards and the joystick
  was pushed up, he would soar once more, thus persevering with the upwards motion; this
  elevated the probabilities of undesirable double-jumps).
* Changed the portals/teleporting behaviour:
   * when Zampo makes use of a portal, he’s now robotically teleported to the proper
     location (this simplifies the gameplay, as earlier than misusing portals was too
     punishing – i.e. it made finishing a zone unattainable);
   * they’re now activated with [DOWN] insted of [FIRE] to scale back the possibilities
     of activating portals unintentionally (as [FIRE] is used for turbofarting,
     whereas [DOWN] is used for ducking, which is a a lot much less frequent motion).
* Accelerated the relocation of Zampo to checkpoints.
* Worked on the collision detection in opposition to the background:
   * made extra exact and relative to Zampo’s motion and facet;
   * prolonged the detection space for some tiles, in order that choosing up objects and
     working switches is simpler.
* Worked on meals/drink objects:
   * added 3 new varieties (which impacts the gameplay, because it makes the looks
     of the spinach can and of the Gasorade bottle much less doubtless; this has been
     counterbalanced with the next adjustments);
   * made the Gasorade bottle restore the turbofart meter fully;
   * made the cake (one of many new objects) restore the stomach meter fully;
   * averted that they spawn on some tiles the place they might be uncatchable;
   * redrawn the spinach can.
* Worked on the PIG-OF-GOLD mode:
   * enlarged the realm checked for the activation, in order that Zampo not
     requires to be positioned too exactly;
   * averted that it’s re-activated when it’s already energetic not solely as a result of
     conceptually it is mindless, but additionally as a result of it might intervene with
     the PIG-OF-STEEL mode.
* Added the PIG-OF-GOLD and PIG-OF-STEEL modes tunes.
* Added a easy sound impact for teleporting (music will get paused within the
  in the meantime; that is the one case the place a sound impact is used; the reason being
  that it’s the easiest and least memory-hungry strategy to susped the PIG-OF-GOLD
  and PIG-OF-STEEL modes tunes, when such modes are energetic a portal is taken;
  anyway, it’s fairly applicable as Zampo, when teleporting, is certainly in a
  sort of suspended state).
* Added the zone exit icon (a thumb-up icon that blinks always to point
  the purpose Zampo has to achieve after amassing all of the potties).
* Extended the tile-related occasions triggering mechanism (and used it for varied
  functions within the current maps).
* Added a mechanism for making a swap seem with a short blinking.
* Added a mechanism for making a generic tile blink.
* Added a mechanism for performing real-time, progressive, arbitrary adjustments to
  reminiscence (and used it for varied functions, particularly within the current maps).
* Sped up the removing of boundaries by 1 body per tile.
* Reworked the dealing with of Zampo’s look by implementing a centralized
  mechanism which:
    * takes just a few cycles extra, however saves reminiscence and makes the code cleaner;
    * permits every tile to have lighting properties;
    * permits checkpoints, portals and portals locations to be additionally in locations
      the place the lighting is shady/darkish;
    * solves (elegantly) the clashes between the GOLD and STEEL modes comparatively
      to Zampo’s colours;
    * supplies a centralized strategy to make Zampo flash.
* Slown down the flashing of Zampo when the PIG-OF-STEEL mode is about to finish.
* Made Zampo say: “YEA” when he catches the cake; “WOW” when he catches the
  Gasorade bottle or the spinach can; “YUM” when he catches one other meals merchandise.
* Ensured Zampo is seen when a sport is aborted.
* Slown down the blinking of potties.
* Worked on baddies:
   * added 2-frame animations;
   * added the “explosion” animation.
* Added (help for) dynamic tilesets.
* Made the head-up show taller to make room for the knowledge relative to
  the zone-specific options.
* Fixed Zampo’s X pace in couple of locations (it was 1/16 off resulting from an inverted
  signal).
* Fixed the Zampo Y correction comparatively to collisions with obstacles above (it
  pushed Zampo 1/32 pixels beneath the character he was in, as a substitute of maintaining
  him in that character by simply 1/32 pixels).
* Fixed the baddies X initialization (the spawning code is distributed throughout
  a number of frames to unfold the load, however it outlined the X earlier than the ultimate
  place was validated; provided that, in the mean time, the display probably
  scrolled, on the time of spawning the X might have been unsuitable – and thus
  induced the baddies, in some circumstances, to look out of nothing).
* Fixed the sprites clipping code (the truth that the display is narrower/shorter
  resulting from scrolling was not taken under consideration due to some unsuitable labels and a
  fixed was off by 1).
* Fixed the bug that allowed to make use of the portals frames to teleport.
* Fixed the horizontal alignment of icons within the head-up show (was off by 1
  pixel to the left).
* Fixed/optimized some devices in music.
* Extended/improved the intro textual content.
* Wrote the outro textual content.
* Changed the design of the ‘I’ within the brand, to match the font’s  (which wants
  that letter to be simply readable).
* Saved some reminiscence by shifting some sprites graphics and different information to the unused
  house within the charset.
* Made many pace and reminiscence optimizations.
* Made the [F1] verify within the pause routine extra sturdy (the CIA registers have been
  accessed repeatedly, however my C64 didn’t prefer it).
* Renamed meters:
   * “stomach satisfaction meter” -> “stomach meter”;
   * “turbofart cost meter” -> “turbofart meter”.
* Renamed the FACTORY zone because the TOWERS zone (as now there’s an thought of the way it
  will play and appear like).
* Made just a few different minor adjustments.
* Worked on the FUN PARK zone:
   * began the map;
   * added “FUN” to the title.
* Worked on the CLIFFS zone:
   * added the cross subquest;
   * added 2 checkpoints to make it simpler;
   * improved/enriched the map;
   * improved the graphics.
* Worked on the FORTRESS zone:
   * improved/enlarged/accomplished the map;
   * made the map simpler;
   * added the celebs & hidden switches puzzles;
   * improved/prolonged the graphics.
* Worked on the frontend:
   * made it current by default the final merchandise/zone performed;
   * inverted the zone choice controls (now: [UP] -> subsequent zone, [DOWN] ->
     earlier zone);
   * modified colours of unselected icons.
* Worked on the textual content reader (utilized by quickstart information, intro and outro):
   * rewritten in meeting (it was a mixture of BASIC-BOSS and machine language, as
     it was an adaption of the textual content reader utilized by MAH);
   * added 0.5 strains spacing for simpler studying;
   * compacted the info and reorganized the reminiscence allocation to scale back tremendously
     the scale of the binaries;
   * made it sooner;
   * lowered the rendering glitches as a lot as attainable (with out resorting to
     buffering – double buffering would gradual scrolling and triple buffering
     appears overkill, though it stays an possibility for the long run).
* Worked on the documentation:
   * renamed the discover as “quickstart information”;
   * improved/up to date/prolonged the quickstart information and the guide.

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