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24 March 2007

Side project time

I've been planning this one for a little while, and have decided to take a break from Chaos Caverns and do something a little different.  Strictly speaking it isn't going to be a remake - but is going to be in a fairly retro style.

I'm experimenting with a more object-oriented style of programming, which is taking a bit of getting used to.  A quick demo has been put together which will probably form the basis of the first level.  I'm expecting the final game to have maybe a dozen levels before looping, this depends on how much graphics get done.


03 February 2007

Chuntey and cheese

While I'm waiting for the decorators to take over the house decorate the back room I'm trying to get in a bit of coding.  Hopefully I may get another couple of levels created this week (if all goes according to plan).

New baddie:

  • The Tape

New Level:

  • The Chuntey Field

20 January 2007

Chaos Caverns 1.200 released


It has been just over a month since the last release, and what a month it has been!  The combined total of downloads for the Linux and Windows versions has been over 500!

So what's in store for the next release?  I've been putting some ideas together for that.  Lifts will probably be in, as will extra levels.  I'm aiming for a good few more levels before version 1.300.  As luck would have it, whilst reading through Retro Remakes rundown of the Miner Willy games it mentioned a semi-follow up to Manic Miner which only appeared on the Vic 20 called "The Perils of Willy."  This looks like it could be a good source of some extra levels to add in to this game.  I'm going to download it later on and see how well its level designs will fit.  From what I've seen it should be pretty straight forward to port some of it over.  And the good news is that there are 30 levels to the game - which should pad things out quite a bit!

Arcadia has also seen some love and has been released too with a couple of bug fixes and full joypad support.

I've contacted Retro Remakes and The Linux Games Tome with news of the new release - so it will be interesting to see how many hits on the site there will be.

More later.

17 January 2007

Finishing touches


A long-standing annoyance has been the mouse pointer showing up in Chaos Caverns when running full-screen.  That is now fixed - and the damn thing doesn't come back when changing resolutions either.

I've been tweaking the UI a bit to make things nicer when using a joypad.  Button 1 jumps, Button 2 is used to start the game.  This seems to be the best configuration at the moment.  Of course - you could just use the keyboard. . . . .


16 January 2007

The Joy(stick) of it all

This is a turn-up for the books - I've done something with Arcadia!  Well, it looks like a (tiny) bug crept into the last test release of Arcadia - which prevented the score from being increased when you shot the enemies.  I've fixed that, and also got joypad support in and working on Linux too!  It turns out that there was a little problem in the joystick handling module in BlitzMax, but there was a fix for it.  So I'll probably make another quick release of that tomorrow.

Because the joypad support now works, I've added that to Chaos Caverns - so you can control your Willy using a joypad (ooh-er!).

14 January 2007

Changing, re-arranging

I've been re-ordering the levels a bit to try and even things out a bit (so similar levels aren't grouped together).  I'm going to have to add some new levels in the middle I think.

The new order is as follows:

01    The Mine Entrance #1
02    The Mine Entrance #2
03    This Looks Familiar
04    The Managers Office
05    Back in Cold Storage
06    Monty's Store Room #1
07    Technician Willy?
08    Phone Home
09    The Mad Hatters Den
10    Monky Business
11    The Vat
12    The Money Pit
13    The "Hot Tea" mod
14    Flippin' Eck, It's Fred Harris!
15    The Eugene Twins

This moves some of the easier levels closer to the start, although I'm going to have to play through this again and possibly re-order some more.

New baddie:
  • The Teapot
This is another baddie from the Monty Mole games.  I've also updated the crusher to look a bit more modern.  The sneak preview shot has been updated to show the updated graphics.

13 January 2007

Level 11

Today's new addition is the crusher (as seen on the Monty Mole games).  I've pretty much finished editing Level 11 (Monty's Store Room #2) and have added a sneak preview screenshot as the "Featured Screenshot" on the main page.

I think I might look at re-arranging the order of the levels so some of the more "fun" levels appear earlier on.

12 January 2007

Today's new feature is. . . . .

So far I've added something new each day this week (OK, so the stairs took two days) and today's addition is Monty Mole.  That famous 80s platform star returns to guard his hoard of coal - and actually fits in to the game really well.

New Baddies:
  • Monty Mole
  • Blue Blob
  • Green Blob
New Item:
  • Coal
I'm tempted to release an updated version of the game, but on the other hand I think it would be better to wait till there is even more new stuff to make the update worthwhile.

To make things a bit easier (again) I've increased the starting number of lives from three to five.

11 January 2007

Bug fixing

Sometimes a small bug can take a long time to fix, such as the staircase bug that crept in with the new code.  Basically you could jump into a staircase from below at which point you would be "sucked" up till you were standing above the staircase.  There was a two part fix to this (the main part being an extra check to ensure that the staircase was below the height of the player) - the upshot is that I can now deal with solid and semi-solid types of staircase.  Result!

The Oxygen meter has been changed to be more like the one in Manic Miner (have a look at the latest screenshots to see what I mean).  I've also increased the time limit for the rooms to something a little less challenging.

Once I've got the remainder of the graphics done I can start to think about maybe doing a level editor for the game (no promises).

10 January 2007

Micro Live!

I've started updating the existing levels to take advantage of the new slopes.  Level two has been heavily re-written as I wasn't really happy with it at all.  Other levels are in the process of being tweaked (and in some cases replaced).

New baddie:
  • MegaFred
New level:
  • Flippin' Eck - It's Fred  Harris!
Let's face it folks - how could we not include the man of legend himself - the face of 80's home computing Fred Harris?

 
More later.

09 January 2007

The ups and downs of programming

The code for stairs (or rather sloped surfaces) is now in place and working well.  I may expand the code for moving staircases later on.

Some random ideas that may be added in before the next release:
  • Crushers (like in the Monty Mole games)
  • Lifts (like in Chuckie Egg)
  • More baddies
This should give me something to work towards ready for the next release.  I'll also be looking at tuning the difficulty level a bit more as it has been claimed that the game may be just a touch on the difficult side (or sadistic as they put it).

I'll also be tweaking the existing levels to take advantage of the new features (as I write them).

08 January 2007

Back to work

After the fun of the festive season I've started having another look at Chaos Caverns.  There are a couple of features that I want to add (such as stairs and maybe lifts?) which will add a bit more variety to the levels.

I've got the basic code already in place for the stairs - it's more a case of getting the sodding thing working the way I want.  I did have them as part of it before but wasn't entirely happy with how they worked out.  I think I know where I went wrong last time (famous last words) so I'll see how things go.

I'm also going to take a bit of a look at adding in support for multiple languages.  This is in part due to the number of non-English speakers that have been downloading the game over the past week (over 250 downloads - most from the Czech Republic) - so it would be nice I suppose if they could play it in their native language.

Adding language support to the level templates will be quite easy, and I don't think it will be too hard adding it to the rest of the game.  One thing I will need is volunteers to translate this into their language.  As I said on the home page, if I do get people volunteering to help then I'll release the code as GPL at the same time.

If you do think you can help with translating this into your language (Czech, Spanish, Welsh or whatever) then get in touch.  There isn't much text to translate so it won't be a big job to do - I just don't want to restort to using Babelfish unless I really have to.

11 December 2006

Finishing Touches part 2

Updated more of the graphics.  To add some variety to the levels I've started creating some multi-coloured versions of the baddies (so for example, the phone now comes in yellow, green and red varieties).  The levels have been changed to include the new baddies.

I've also fixed a crash bug which has been lurking in the code since I started embedding the graphics (aaargh!).

10 December 2006

Finishing Touches

Wow!  It's been a bit longer than anticipated posting anything here.  Does that mean that I've been sitting in the lap of luxury doing nothing?

Well no, of course not.  In my (very few) spare moments I've been refining the pixel code, re-arranging the levels to prevent a couple of similar levels from being played one after the other, tweaking the graphics, and generally arseing around with the code.

The GFX and SFX are now embedded in the game binary, which means that from here on in the Linux and Windows versions will be packages separately.

All being even I'm expecting to release something before the end of this week, so stay tuned!

07 November 2006

Coming soon: Chaos Caverns v2

I've got into a bit of a roll on Chaos Caverns, so much so that a v2 release of the game will probably come sooner rather than later.

The exploding pixel effects are in and working well.  The code is in place to allow multiple level backdrops.

To make things a little easier, bonus lives are now awarded every 500 points.

New enemies:
  • The Monk
  • The Mad Hatter
New levels:
  • Monky business
  • The Mad Hatters Den
This takes us up to 14 levels.  I'm going to change the order of the levels to move the easier ones closer to the start.  I've uploaded a couple of screenshots from this version..

06 November 2006

Chaos Caverns released (or is it escaped?)

As you'll have no doubt seen from the front page, Chaos Caverns is going to be released some time today.

This does not mean that I have finished with the game (oh no, not by a long stretch) but that there is enough there for it to be a complete game (albeit a slightly short one).

New features will be added for the next version (along with some updated graphics and more levels).

If anyone wants to have a go at designing their own levels, then the instructions are in the levels directory.  Who knows - your own level could be part of the next release (fully credited).

TTFN

Update: A few more tweaks have been made today.  Some of the graphics have been re-touched, some (such as the exit) replaced.  Level 1 has been re--written to make it more challenging.  Levels 2 and 3 have all been amended.  These changes have all been added into the v1 download.

New level:
  • The Vat
The new levels will be included in the v2 release.

I'm also adding some pixel effects when items are collected (Tempest 2000 style).  These may or may not stay in for the next release.

03 November 2006

Phun with GFX

I'm adding some more graphics to the game to add some much needed variety to the levels.  This also gives me a good reason to get back into the code ready to start adding in some more features.

I've got some ideas for new features I want to add in, so they'll be coming for the next version.

TTFN

14 October 2006

Back to work(?)

New levels:
  • Monty's Store Room #1
  • The Money Pit
More to follow. . . . . .

15 May 2006

Witty title to follow ;-)

Working towards the next release I've been busy updating / adding new sprites, tweaking some of the levels, adding extra features to the game engine and generally sprucing things up.

New features:
  • Oxygen level for each room (displayed along the bottom of the screen.
  • End screen (after all lives gone).
  • Enhanced pause screen.
  • Documented the level structure (levels\levels_template.txt).
  • New enhanced/enemies
All this will appear in the next update which will probably be sometime this week - real life permitting.

Update

New version ready for download

11 May 2006

New stuff

There's still plenty to do on Chaos Caverns.  The current hit list is as follows:
  • Extra levels - At least 20 before the full release.
  • Extra graphics - More variety of baddies to be added (and impovements to the existing ones).
  • Extra features - Some have already been added (such as saving the last screen-mode to a configuration file, adding a "Pause" function to the game), some are still to add.
  • End screen?
As you can see - there is plenty left to do - but the game is improving daily and may be worth another demo update in a couple of days, providing I get some more levels added.

I've fixed some bugs in the game (although nothing major) and have changed the way the game is compiled.  This has resulted in the new builds being less than half the size of the old ones - even with the new features added.  I've also packed the Windows version - which is now around 194K in size (down from over 800K).  The Linux version is around 370K.  I was going to use UPX to pack the Linux binary too - but found that the game crashes if it is packed - so for the moment it will remain at it's full size.

I've added animation to the collectable items and added some new ones too.  This just adds a bit of variety to the game.

9 May 2006

Feature creep

I've added some more features to the game since the demo version and tweaked the game a bit to make it a bit more challenging.

Level transitions have been added (you'll see what I mean when you play), improved graphics, level backdrops, extra baddies, a couple of extra levels and enough changes to make it worthwhile updating the demo version and the screenshots.

I'll probably make another release sometime this week so stay tuned.

I've finished adding the vicinity based collision detection to the enemies, traps and items.

Some of the features in Chaos Caverns are going to make their way back into Arcadia (screen scaling, windowed / full screen modes, screenshots and so forth).

Update: The updated demo is online, as are the updated screen shots.

4 May 2006

Still optimising the code

Screen scaling is now much improved.  Instead of copying the screen to an image then re-displaying a stretched version of the image (slow) I'm now using OpenGL to do the work for me.  On most modern displays this means that the screen can be scaled to any resolution with nearly zero overhead for the CPU.  So providing you have a fairly modern graphics card then things should be cool.

I've also changed the screen handling code to an object oriented style.  This just makes coding the damn thing much easier.

Thinking about yesterdays improvements to the block handling code - the reason why you gain so much speed is as follows:

Original code:
32x19 blocks with five checks per block (ie. is block above, below, left, right or an exit) = 3,040 checks per frame.

New code:
3x4 blocks(surrounding the player) with five checks per block = 60 checks per frame.

Now you can see how much less work needs to be done (and remember there are 60 frames per second, so that is a massive difference: 182,400 checks vs 3,600).

So at the moment, providing you have a half-decent graphics card then the minimum spec should be around a Pentium II 350 (or possibly lower).

Update: I've bitten the bullet and placed a version of Chaos Caverns for download.  There are still some things in the code left that I want to do - such as moving more of the game logic into the objects - but nothing that is worth holding back the first release for.

3 May 2006

Optimising the code

Benchmarking the code whilst playing is always worth while - especially as it can show up some strange things.  For example: On level 1 and 2 the CPU usage was around 25%, but on level 3 the usage was down to around 12%.

The reason for this is simple.  On the first two levels there were a lot of blocks used to fill in blank areas of the screen (example).  Each one of these blocks was being checked for collisions with the player.

To cut down the amount of checking that is being done I've change the code so it only runs collision detection against blocks that are within one blocks width of the player.  I'm also able to do more checks per block within range at a lower overall cost to the program.  This also fixes all of yesterdays new bugs.

How much difference in performance does this make?

Well, on all levels the CPU usage is down to between 0 and 0.5%.

There is still some optimisation left to do but there shouldn't be too many major gains left as far as the standard game goes.  Let's face it - at 0.5% CPU usage there isn't much left to reduce!

Running screen scaling still stinks though as it knocks the CPU usage up to 75% or higher.  I'll have to see what I can do to improve that.

2 May 2006

Final Touches

It looks like most of the work on this game is now done.  I've been updating the menu screen to make it a bit nicer.  I've also added some extra features to the game - such as running in a window, scaling the screen size up when running in a window (1x, 2x, 2.5x), taking screenshots, toggling the music on/off and generally getting everything neatened up ready for release.

All the features that I wanted before the test release are done and dusted, so it's hopefully down to me sorting out some more graphics, add another couple of levels (I'm hoping for 10 before a release) and we'll be there.

In the mean time I'll add some more screenshots of the newer levels.

Update:

The screenshots have been updated.

Update 2:

After trying the site in Internet Explorer and finding that it didn't display as expected I've re-coded the site in a slightly different way and tested it with Firefox, Internet Explorer and Konqueror to ensure that it displays the same on the three of them.

Update 3:

I'm probably going to have to put the release date of Chaos Caverns back a couple of days to finish bug hunting and optimising the code.  To give some idea of how much difference this can make I'll give an example of todays improvements (statistics based on an Athlon XP 2200).

Before optimisation:  77% in menu, 29% CPU usage whilst playing the game.
After optimisation: 0.5% in menu, 25% CPU usage whilst playing the game.

Quite a big difference isn't it?  The only problem is that an extra couple of bugs have crept in, so I'll need to pick my way back through the code to make sure everything is working as it should be before making the first release.

1 May 2006

Animated Antics

Well, I've re-designed the main sprite (eight frames of animation to get him to walk correctly) and re-coded the player animation from "bounce" animation like the baddies to "looping" animation to get the swinging of his arms correct.

I've also tweaked some of the other graphics a bit, changed the layout of the level files to allow for different collectable items on different screens.  The game layout goes like this (at the moment):

This Looks Familiar
Key
11111111111111111111111111111111
11111111111111111111111111111111
11111111111111111111111111111111
1     2 4      4             2 1
1              2               1
1                              1
1                      23  2   1
1  ===========DDDD=DDDD========1
1                             21
1                              1
1===                           1
1                ### 3         1
1====  <<<<<<<<<<<<<<<<<<<     1
1                            ==1
1                              1
1            3      ###DDDDD===1
1 S  ===============         E 1
1                              1
11111111111111111111111111111111
Guard2
9
14
1
0
8
17
0
0
1
0
7
#end#


The first line is the title of the level, the second is the type of collectible that will be displayed.  The next 19 lines are the level layout.  After this is the enemy movement patterns.  This is repeated till the "'#end#" marker for as many enemies as you want.

I'll put a full description of how the enemy patterns work in the level design readme.

30 April 2006

Progress Update

It's been a busy couple of days - with real life taking priority, such as flooding the kitchen whilst plumbing in a washing machine (hey - I never claimed to be a plumber!).

Does that mean that there has been no progress?  No it doesn't!  The features that I wanted before making a release have been done - and a couple of nasty bugs have been fixed.  The game is up to seven levels now and four different baddies.  This is where the work is at the moment - adding the baddies to the game, tweaking the level designs and optimising the code.

When should the release come?  Well - probably sometime in the next couple of days for a "preview" release, then a couple of weeks later for the full one.  That should give me enough time to get some more levels designed.  And if anyone wants to create some levels themselves for the game - well the instructions will be provided for doing just that.

I'll also be updating the screenshots and so forth with some more up-to-date pics of the game.

27 April 2006

Anouncing: Chaos Caverns

I know, Arcadia isn't finished (yet).  But still, as the downloads section was looking a little empty I thought a diversion may be in order.  That and I've been wanting to make a platformer for ages.

Which brings me on to Chaos Caverns.  It's a single-screen (but multi level) platformer in a similar style to Manic Miner.  It's not a straight remake of Manic Miner, but there will be a mix of the original levels (with some changes) and totally new ones.  Most of the features of the game are already in place such as soft platforms (which can be jumped through), solid platforms (which can't), crumbling platforms, collectable items, a working exit, left to right guardians and some other bits too.

One good thing this has is that the level designs are held in text files and so can be altered or added to by anyone who wants.  Once the first release is made then I'll be accepting level designs to include in the later versions (credit will be given for any that are used).

There's a couple more features that I want to add before making the first release (such as conveyor belts and top to bottom guardians) but hopefully that won't take too long.

I'll add some early screen-shots sometime during the next couple of days.

Stay tuned for more. . . .

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