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- Diary file for Pushy (Pushy I, PushyPlus, Pushy II, (III/IV?))
-
- I'm keeping notes, so's anyone can see what an embarrasingly long time
- this game took to put together. There're oodles of reasons for this:
- (1) It's my first big Arc program
- (2) I've got to write map editors, etc as I go
- (3) Acorn's documentation is so APPALLING!
- (4) This is strictly weekends only, and then only if there's nothing else
- on (eg - Wimbledon, Wolfenstein)
-
- I chickened out of including it with Pushy I, so the whole thing's going
- in Pushy II.
-
- Dear Diary
- ============
- 30-4-94: Start. Design a rough chite in Paint. Grab as raw data.
- Print it on screen.
- 7-5-94: Print 20*12 map. Add border timer. Repeat every fly until Keypress.
- 14-5-94: Put a masked sprite on. (general routine, with bleed). Flips screen.
- 21-5-94: Multiple sprites. Object table.
- Objects keep moving till they hit a 16-boundary. Solid Walls.
- Solid packing cases. Level complete check.
-
- *** And that's the game finished! (allegedly) ***
-
- 28-5-94: Time out. Need a map editor.
-
- ... Tydirium, the desktop map editor, coming soon (?) to a PD lib near you! ...
-
- 20-8-94: Back again. 10+ levels designed.
- 28-8-94: Proper sprite frames (all in Paint). Lots and lots and lots of them.
- 9-10-94: A little bit of sound research.
- 16-10-94: 25 maps in & tested. Nice Charset ("Splash" font from Artworks)
- 22-10-94: Collate levels into one big file. Level name print. Bonus countdown.
- 26-10-94: Midweek: Put in a temp frontend for the show
-
- *** "RELEASE" #0.01 *** Demo showing at the AU London Show ***
-
- 5-11-94: Time off from Wolfenstein... Text/Fade Colour tables
- 26-11-94: FishNet floppy disk labels!
- 4-12-94: Wipe fades in/out & glass menu boxes
- 11-12-94: Passwords
- 18-12-94: Score, Highscore. Finished bar the SFX.
- 30-12-94: Sound. Also the "Screen160" module.
- 7-1-95: Plugged SFX into game. Tidied Up. Finished. Wahey!
- 15-1-95: Mastering program (ie - copy everything bar the source to a floppy)
- Hi res !sprites sprite
-
- ===================================================
- *** RELEASE #1.00 *** Datafile Cat#24 and GA059 ***
- ===================================================
-
- 16-4-95: "Level load" capability for PushyPlus
-
- ...Tydirium now has proper Risc-Os Load & Save...
-
- *** "RELEASE" #1.01, AKA "PushyPlus", sent off to a couple of people ***
-
- 7-5-95: AU Show, and Pushy's rave (well, good, anyway) review. (AU June '95)
- (Also, release of the Risc-PC-only "Fire" demo)
-
-
- 3-6-95: ArtWorks-ed lego level graphics for Pushy II
- 17-6-95: Regrabbed FishNet logo in 24 bit, & mapped down to 256 cols
- with ChangeFSI. Much better.
-
- ...Huge gap in schedule while I get Tydirium up to spec...
-
- 19-8-95: FishNet tee-shirt!
-
- 10-9-95: Back to PushyII again. Wimp front end bit.
- 24-9-95: Auto screen-mode selection & return to Wimp.
- Kill the caret so Zap doesn't get filled with keypresses on exit.
-
- 1-10-95: Artworks-ed the blob sprite.
-
- 8-10-95: Rest of the graphics. Multi-mode sprite prints.
- "changed area only" update stuff ('cos hi-res 24 bit full screen
- takes 3/50 sec otherwise!)
-
- 15-10-95: Tydirium -> PushyII multi-map grabber utility, in BASIC
-
- Brief pause for a trip to San Francisco to get BRR working under
- Windows '95: Hard life we games programmers lead, eh?
- -Also means there's no way Pushy II's going to be demo-able at the AU show.
-
- -In fact, it meant I didn't get to the show at all.
- Plus on returning, Voyager had arrived, so I spent a couple/three/four
- weeks messing about on the Internet. So work slows down a bit till the
- Xmas break... (and indeed, during it...)
-
- 2-12-95: Error handling, Event handling. Keyboard up/down handling.
- 17-12-95: Solid wall detection & blob-animation selection
- 24-12-95: All the game's back in (pushing crates, etc)
- 30-12-95: The new hi-res font's almost there.
-
- Grief, this is taking ages! I'm spending way too much time on the net & not
- enough coding!
-
- More delays for Tydirium, 'cos it needs to have "paint-brush" style editing
- to be usable...
-
- 25-2-96: 25 rough levels.
-
- More time wasting on the 'net... Oh dear.
-
- 24-3-96: 25 nice levels.
- 3-4-96: "Preview screenshot" of Pushy 2 & Tydirium on the Web site.
-
- Yeah, ok, building the WWW site meant even *more* time wasting
- I'll do some code soon, honest...
-
- 5-4-96: Ascii printing in hires,24bit.
- Countdown timer & level name display.
- Level complete check.
-
- Bugger Bugger Bugger, the bloody StrongArm doesn't support selfmod code.
-
- 28-4-96: Vari-colour text in 24 & 8 bit modes
- Gamma-correction fade on RPC
- Wipe fade from P1 adapted for hi-res use for non-RPC
-
- 4-5-96: Front end screen printing, & copy the Pushy 1 menu structure...
-
- 16-5-06: I'm not going to miss *another* Acorn show to go to America.
- So, no E3 for me! ;)
-
- 18-5-96: Glass boxes in 24 bit. It's not gonna be finished for this show, either!
- 19-5-96: Wakefield show. Pushy II previewed, briefly, on the Datafile stand.
- Glass boxes in 256 hires, & lores.
-
- ...Right. Bank holiday weekend. Let's go to work...
-
- 25-5-96: Password input. StrongARM cache workaround (in theory).
- 26-5-96: SoundFX from P1. Score. Highscore.
- 27-5-06: Tweaks in movement speed. Text redraw only if necc. Error handling.
- "Levels" menu created. level name check. hiscore reset on level change.
- 30-5-96: Checked on A3000. Good job too - The menus don't auto-width on ROS3.1
- & mode 28 doesn't flipscreen!
- 1-6-96: Bug fix with ball stopping-distances.
-
- ========================================================
- *** RELEASE #2.00 *** (Website. FTP & PD Libs to follow)
- ========================================================
-
- (13-7-96: Tydirium "pre-alpha" release, website only)
-
- 25-7-96: email from Acorn to say P2 don't work on StrongArm :(
- 27-7-96: Movement-code bug reported on usenet's csa.games. :~(
- 28-7-96: "Proper" StrongArm versions of the Ascii routines.
- Ported the old Pushy1 levels over to Pushy2 format.
- Work started on the Pushy II.V "AllBlack" level set.
- 6-8-96: Wahey, it works on the StrongArm!
- (thanx: Dave Walker & James Abela at Acorn)
- 8-8-96: P2 appears on AW cover disc
-
- 10-8-96: Now loads in "lesser" graphic files if the 24-bit/hires ones aren't
- there. (ie, you play the P1 levels with lores background & hires
- sprites)
-
- 11-8-96: The "info" box is now draggable (oops!)
- Done the V2.00 -> V2.10 upgrader program
-
- ==========================================================
- *** RELEASE #2.10 ***
- ==========================================================
-