Bee Happy now has a Level Editor, Yay!

It’s not particularly pretty orrrr un-pretty, but it’ll get the job done pretty well I reckon. Might let the kids have a play about with this come the weekend, the hive location is going to also act as the spawn point for new bees ( newbies ) to start from, as well as the drop-off point. There’s not many tiles is there, but difficult levels can be attained through a combination of hedges in the way as well as the number of enemies and their set-up.

I’d best get the whole importing the data into the game side of things working next I guess!

Background collision bugs fixed, flower stages also added, yay!

Well, that sorted itself out quicker than I thought it would, did a lil stream for 90mins over at https://twitch.tv/rychanwr3 with the aim to just get background collisions less buggy and, here we are!

Using RAM along with some reference arrays in ROM made life so much easier here, it should be nice and easy to get the following bits of gameplay code implemented pretty soon I reckon.

What are they? Well, there’s quite a list!

  • Limited pollen carrying & depositing at the hive.
  • Scoring
  • Sorting those birds out
  • A handy dandy level editor
  • Maybe making the spiders / crabs a bit less central in the screen
  • Player 2!
  • Possibly cut scenes?
  • Sound Effects
  • BGM
  • Passwords
  • VS Mode
  • Ending Sequence…s
  • Tidying up that intro and other bits.

Background Collisions working all the time 90% of the time

So, after a terrible incdent at the start of the bank holiday weekend, I pulled myself together today and spent a lovely day with the kids then, coded up some more bits for Bee Happy tonight. So, teh slowdown effect is now working when the player is over the hedge tiles which is all good and…most of the time… the flowers are removed correctly, but sometimes and I’m not sure exactly why, the offset changes by 1 frame in any direction.

I’m guessing something’s up with my timings in edge cases which is annoying but really, it’s just one more piece of the puzzle i need to fix before I move onto the next one.

I’ve got to be selective with how many tiles i can write during each VBlank period still, particularly with 2 players involved. I may have to resort to a priority system or just an every other frame depending on how close things get.

Either way, some progress is still progress, so that’s good.