Commit Graph

62 Commits

Author SHA1 Message Date
ff60db72ad
breath signal layer
might want to make it more subtle later but I'm zonking myself with it
for now. can just add a fuzz stage to it if I want. these colors are not
final, but I think I do not want to do anything clever with bitplane
interference at this time -- this effect is good as-is.
2024-02-09 19:50:54 -08:00
ef59dc3f6a
way trippier params; skip dolphin game while testing zonk bg 2024-02-09 00:30:45 -08:00
d5647a0328
fix mass and off-by-one errors 2024-02-09 00:30:19 -08:00
a659679b6b
also clear_alt_pal_bits in (demo) zonk squencer 2024-02-09 00:19:05 -08:00
cc4b6bffd3
clear_alt_pal_bits to reset what sea setup does 2024-02-09 00:14:31 -08:00
f3121b14e7
actually this looks pretty good at slower settings 2024-02-08 22:46:38 -08:00
3a88779e37
I have created an obnoxious background. it's a start 2024-02-08 22:42:32 -08:00
c02c15e79f
fade the title screen in
also the ditherer automatically decides which way to go
2024-02-08 21:52:04 -08:00
bd7066b65e
Move fonts into the map. 2024-02-08 19:54:23 -08:00
f49e3e8429
write a tiny thingamajig to dump fonts onto the cart's map, dump fonts 2024-02-08 19:45:40 -08:00
a4cc495c48
use fade-out from my shmup engine 2024-02-07 23:11:14 -08:00
523361500a
create orchestrator system that actually works
the slide off screen bit creates a palette problem but that's separate
2024-02-07 00:35:27 -08:00
76afbcbfe1
all states exist! they're okay 2024-02-05 23:53:52 -08:00
470b909d0a
not a great sprite but it's a start 2024-02-05 23:42:59 -08:00
c570453488
more graphics
including some jank auto-rotated sprites I am now redoing by hand
2024-02-05 23:30:33 -08:00
4ee343621c
hand-modified RotSprite result for steep angle
rotsprite did pretty well!
2024-02-05 20:07:47 -08:00
bf530ddb83
fix bounding box size for small font 2024-02-05 11:29:31 -08:00
7b01fe5d20
looks better with higher water 2024-02-05 09:41:55 -08:00
3870e3882e
sprite prototype 2024-02-05 09:25:06 -08:00
135d6ea4eb
use a font small enough it might be possible to miss sometimes
packing two custom fonts into the cartridge is going to be a problem
for character count and compressed size. I'll figure something out
2024-02-05 01:24:42 -08:00
0b43ffdaab
Score display 2024-02-05 01:11:26 -08:00
fddde7b646
word targets! 2024-02-05 01:03:21 -08:00
27891e5b2d
rearrange more tabs 2024-02-05 00:18:30 -08:00
03bb80f27b
rearrange stuff 2024-02-04 23:28:43 -08:00
086abfeb71
ooh, -x bias on splash makes a big difference 2024-02-04 22:13:35 -08:00
8604cf2308
rework splashing 2024-02-04 22:02:49 -08:00
ca7517cc3a
splash! 2024-02-04 21:52:50 -08:00
6054e2d182
move sprite rendering to the correct tab; add error sprite 2024-02-04 21:07:33 -08:00
ae58950209
fix indentation 2024-02-04 21:01:19 -08:00
5b997936f0
the sea looks pretty cool now 2024-02-04 20:16:46 -08:00
a2fa6c0202
spend a local, save a function call 2024-02-04 19:30:16 -08:00
d1bc8cb072
wait, I made it better! by which I mean worse 2024-02-04 19:29:25 -08:00
a33b907755
it is now as confusing as possible! 2024-02-04 19:26:35 -08:00
03de542e3a
sea rendering: palette now matches wave position 2024-02-04 19:22:49 -08:00
cde36e2cf9
colors for arcade mode. they're all weird 2024-02-04 18:36:02 -08:00
8c0b369339
wave top 2024-02-04 17:49:08 -08:00
51522e699c
start assembling arcade_level
* removed existing test items, newtitle now returns arcade_level.new()
* rearranged stuff so initializers wouldn't complain
* specialized linked list to event list
  * convert "strip" to "update" -- strips based on update calls
  * removed assorted list manipulations I don't need
* stupid sky/sea prototype
* assemble overall frame
* assorted placeholders and todos
* since sky will probably be blue, plan for a pink dolphin
* splash callbacks now part of the level, dolphin is told what to
  call back into; may rework this latre when I am trying to squeeze into
  token limits
* added time offset arg to wave generator, although I am not sure I will
  actually use it
* noted plan to change wave pattern to look more sea-wave-y. wave curl
  is probably not going to happen, though, since that can't be expressed
  as a pure Cartesian function due to multiple Y values for an X
2024-02-04 15:12:17 -08:00
1ad0e973a5
switch palette strategy.
more work to do - this doesn't handle undulating waves. but with dolphin physics in, the rest of the arcade screen comes tomorrow
2024-02-04 01:26:45 -08:00
69dab5482a
Better-feeling physics constants and behaviors 2024-02-04 01:15:56 -08:00
373d1d6b11
remove a part of bounce physics I was messing up 2024-02-04 00:26:48 -08:00
dcd1d54f13
stop fighting over vscode settings between my checkouts 2024-02-03 23:42:38 -08:00
258a3ef66b
add stripe, fix a sign error, some braking when crossing water at high speed 2024-02-03 23:41:00 -08:00
16469f0863
it compiles! it's fucked up but it compiles
sign errors and math errors abound
2024-02-03 21:10:03 -08:00
525c7e0cb6
first guess at movement. untested 2024-02-03 20:52:48 -08:00
e00bce0426
dolphin physics skeleton 2024-02-03 19:37:43 -08:00
61c462d560
midpoint based dolphin positioning 2024-02-03 19:26:02 -08:00
e6c48029a4
dolphin idle state 2024-02-03 18:21:57 -08:00
d49da29c2d
thingie to show plausible word speed
1 px/frame seems ok
2024-02-03 16:48:36 -08:00
1c8743e9e8
cubic feels better than quadratic at 60fps 2024-02-03 13:49:51 -08:00
ecae50a495
switch to 60fps
easier to build for 60fps and switch to double frame counts if I can't meet it than to build for 30 and switch to 60. I think
2024-02-03 13:48:25 -08:00