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…

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!