Musicians

I’d been worried that we might not get music for the game. I thought I had it sorted weeks ago, but it became apparent that the musician wasn’t going to be able to deliver. I was then pointed to another C64 musician, but emails I sent to him bounced back. So I posted on Lemon64 and CSDB, and, suddenly, the problem isn’t worrying about whether or not we’ll have music, but how not to upset people when I say “I’ve decided to go with someone else“!.

I was pointed to a genuine piece of fairground music done for the C64. It’s brilliant and I’ve put in the game, only to find out it’s not original but actually a copyrighted piece of music written especially for a travelling fairground in 1984! I emailed another musician a couple of days ago, he’s done similar music to what I want, but he hasn’t got back to me. I think we will have a professional piece of music fairly soon, I just hope I don’t upset/offend anyone on the way!

Some Accidents Are So Good We Have To Keep Them!

I’ve started work on the status area. I’m using 3 screens by 3 screens to test the game. Sleepy now goes Sleepwalking, and, when he’s off the current screen, we need a way to tell the player where he is. I started with simple arrows, but that looked bland, so I decided to animate the arrows to draw the players eye to them. This involves animating the bits used for the character. Unthinkingly, I multiplied the character number x8 to get the offset to the character bitmap. Since any character number greater than 32, when multiplied times 8, will give a result greater than 256, and 256 is the maximum offset that can be held in one byte, I accidentally started animating the character used for the lift piston. It looked so good that I just had to figure how I had done it (accident), and have kept it in the game. The arrows for Sleepy’s location are done, but here they are animating too quickly. See below…

On YouTube…

https://youtu.be/tf7YGRrLX6M

Or, if it works, right here…

 

Back on the job….

It’s been a few weeks, matters that had to be attended to, but I’m back on the job. Many of the game elements are in place. Once I have the building blocks all working properly I can put them together and have a working game.

I now have 9 different test screens. Next is the code that switches the game to the adjacent screen when a game character reaches the edge.

I thought I had someone for the music, but I don’t.┬áIf you know someone out there who is a brilliant C64 musician, and they are itching to have their work in a new game, please let me know!