Let’s make some noise for Bouncy Ball Beta 3! I wanted to share a video showcasing a sneak peek of the levels you will be pulling your hair out playing. That is assuming you still have any! This is the last video of Bouncy Ball before the 2016 Cocofest.
Bouncy Ball Beta 1 is here. See the downloads. This has the lightening fast rendering routine that Simon and myself optimized. Originally a 7 fps C routine to a 50 fps inline assembly routine. I am now running at the Coco’s stock speed of (just under) 1MHz instead of using the 2X speed up on the Coco 3. This also means Bouncy Ball should run on a Coco 2, but I have not tested it yet. The frame rate is buttery smooth but not vsync’ed yet. Some sounds have been added to the game, but in game ball bounce sound is not there yet. And best of all you can now use the keyboard to play!
In this article I talk about optimizing the level rendering routine for my game Bouncy Ball for the Color Computer. With the help of the mad man Simon Jonassen, I was able to take the render routine from 7 fps to 50 fps! I was quite surprised at the results. I made a video at the end of this article, and explain things in detail here. I also list a couple resources you might want to have in your back pocket.
I started working on converting my level renderer for Bouncy Ball to assembly. Check out the video below. The C is on the left, assembly on the right. The speed difference is about double the frame rate. Although, in the video I forgot that the C version is double buffering, and the assembly isn’t. Assembly also isn’t printing text. So I fixed both versions behind the scenes.
I have been thinking about game AI the last couple weeks, and since I’ve been working on a retro themed game for a retro Coco 3, an old book on BASIC games came to mind; Tim Hartnell’s Giant Book Of Computer Games. Tim was a self taught programmer and the author of several successful books on computer programming.
A few nights back I couldn’t sleep, so I decided it would be relaxing to type in a program from Tim’s book. My first choice was Reversi, but there was either an error in the printed source, or I miss-typed something and the program just wouldn’t run. My second choice was Gomoku, which ran the first time I typed RUN. The game has a strong defensive AI, but not much on the offensive side. I’m thinking it would be fun to work on that part of the AI. But that’s for another post.
My second demo video of Bouncy Ball is available. Since last meeting our snowball hero, there have been a few cosmetic updates, and now has 3 levels. They play well, but not yet tuned for difficulty. The biggest change is the flashy new title page, with a few place holder items.
Published my first demo video of Bouncy Ball just in time for Xmas. I decided to make it xmas themed after hearing about another Coco coder, John Linville made a game called Xmas Rush. It had evil snowmen that you had to save xmas trees from. That also helped me figure out what my story line would be. Since John was busy saving the trees in the forest, the evil snowmen stole everyones xmas trees from their homes, and brought them back to snowman’s land.