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Showing posts from June, 2019

Supernova engine merge

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Hello, the last week was really busy for me. Because I had a lot of personal stuff to take care of, I sometimes struggled to work as much as I should (that's the reason, why I am a day late with the blog post), but in the end, I think, I managed. Last week I planed to implement the outro, test the game, fix all the bugs I find and prepare to merge the supernova engines into one. I managed to complete everything I wanted, but I not only prepared the engines for the merge, I actually managed to merge them. The merge is not finished yet, I still have to do a lot of refactoring, testing and fixing bugs I made when merging the engines, but the games can be played on the single engine and they seem to work. So the plan for next week is to mainly finish the merge. After that, there is not much left to do, so I will work on enhancing the translation. Right now, we are able to load custom images from a .dat file that are in .pbm format, which is a simple format with only two colors per

Nearing the finsh

Hi, it's been another busy week and the finish line for the Supernova2 engine is pretty near. Last time I wrote a post I had 22 out of 71 rooms implemented. Now I have finished implementing all of the rooms and the only thing missing is the outro. The game is playable from start to end, so my work for the next week will at first be, implementing the outro, then a lot of bughunting and once I can't find any more bugs, preparing to and eventually merge the supernova and supernova2 engines. Implementing rooms is pretty boring and repetitive task, but still one interesting thing happened. There is a part of the game, where the player is supposed to steal a dinosaur skeleton from a museum. There are pressure sensors, cameras and a security guard wandering around the museum and player has to evade all of that in order to not get caught and not trigger the alarm. The implementation of the alarm sound in the original code is pretty simple, it's a few rows of assembly using the OU

Second week: it's starting to look interesting

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Hello, another week passed and a lot of progress was made on the Supernova 2 engine. On Monday I started with 4 out of 71 rooms programmed, now I am at around 22 rooms. There was also a small change in the schedule. Originally I wanted to leave sound to the end, since I think it is the least important part of the engine and it wouldn't be that bad if I didn't manage to add it before the end of Google Summer of Code. Because now I am not that worried that I don't finish the engine in time, I am adding the sound alongside with everything else. Today I got stuck on pretty interesting problem. I was working on a labyrinth inside a pyramid (it was labyrinth in game but also a labyrinth in code, so I had no idea about the overall layout of the labyrinth). Everything looked quite good, I could walk around and it looked like in the original game. But then I added a special room with puzzle: and I thought it would be a good idea to actually try if the puzzle works by solving