Opry99er

Free copy of Lemonade Stand to subscribers!

October 20, 2009
This is an announcement that on November 10th, I will be posting "Lemonade Stand" on my site along with a pdf of the manual.  It will be accessible by password, and that password will be given out to all the subscribers to this blog.  Please become a subscriber and have the blog sent to your eMail address!!!  Don't miss the digital downloadable version of "Lemonade Stand and color pdf copy of the manual.  If you don't already have a copy of the game, this will be the only place you can get it.  Of course, it can be ordered by eMail; $10 including the game, manual, and shipping.  Send all orders to **owenbrand@opry99er.com   =)   Thanks you all!





 

Honeycomb Rapture

October 19, 2009

After working on "Lemonade Stand" for the past few months, getting it all put together, tested, duplicated, packaged, and sent off to the Faire, I have turned my attention to "Honeycomb Rapture," a completely original game concept, and Oprysoft's second release.  Based on the challenges "Lemonade Stand" posed in the areas of "true 'customer interface'" I have decided to make an arcade-style game as opposed to another "simulation" game this time.  I have a majority of the graphics completed for the game, and am now turning my attention to developing game parameters.  In the game "Bubble Plane" recently demo'd at the TI Faire, the plane is destroyed when it comes in contact with particular boundaries on the screen.  I want to develop a similar concept in theory for this game... However, when your character (in this case, the Honeybee) comes in contact with these pre-determined boundaries, it will have a different outcome.  Rather than the bee exploding and making crash noises, I was thinking of sending additional "enemies" after the bee.  This will incentivise the player to remain within the game boundaries.  As it is my first arcade game, I will need to study and research several aspects of XB programming I did not need to use in "Lemonade Stand."  Mike Brent will be helping me with "Assembly-izing" the music so that it can be CALL INITed and CALL LOADed for play during actual gameplay... something that was not possible in "Lemonade Stand."  Due to the loop and cycle limitations of XB, it will be necessary to write the music in Assembly so that it can run in low memory while the game is run in high memory...XB.  Stay tuned for preliminary screenshots of "Honeycomb Rapture" and for updates on the progress thereof.




 

Lemonade Stand at the TI Faire

October 19, 2009
Well, Lemonade Stand was demonstrated at the Chicago TI Faire, and it demo'd well.  I am very grateful to Walid Maalouli for demonstrating the game for me, as I was unable to make it to Chicago for the Faire.  I have yet to reveive any feedback from individuals who purchased the game, as the Faire was just yesterday.  Those who bought the game have more than likely not arrived home from Chicago yet.  =)  All the feedback from the TI Demo has been very positive, and the faithful TIers from the OLUG have been very gracious.  My next game will be complete this year, and should be demo'd at the Faire next year... by ME this time.  =)  Lord willing, I'll be able to attend the 2010 Faire and give the presentation for "Honeycomb Rapture", and hopefully one more.  The concept for the third Oprysoft release is in the works and I'll be posting a blog about it within the next few months.  Please subscribe to my blog and receive Oprysoft updates as they arise!  Thanks again to Hal, and the entire CTIUG for accomodating the TI International Faire.  You all make it possible!




 

A little copy and paste fun

October 8, 2009
Copy and paste these lines into Classic99 and listen to a couple of small pieces of music that are in "Lemonade Stand."

Title Page Music:

230 FOR X=1 TO 2
240 FOR I=1 TO 3
250 CALL SOUND(300,554,3,440,3,330,3) :: CALL SOUND(300,220,3)
260 NEXT I
270 CALL SOUND(300,587,3,440,3,330,3) :: CALL SOUND(300,659,3,440,3,330,3) :: FOR I=1 TO 3
280 CALL SOUND(300,494,3,415,3,330,3) :: CALL SOUND(300,165,3) :: NEXT I
290 CALL SOUND(300,494,3,440,3,330,3) :: CALL SOUND(300,494,3,494,3,330,3)
300 NEXT X
310 CALL SOUND(800,554,3,440,3,220,3)



Menu Screen Music:


1210 CALL SOUND(100,196,6,247,6,784,4) :: CALL SOUND(100,880,4) :: CALL SOUND(100,988,4)
1220 CALL SOUND(100,1047,4) :: CALL SOUND(100,262,6,330,6,988,4)
1230 CALL SOUND(100,1047,4) :: CALL SOUND(100,1175,4) :: CALL SOUND(100,1480,4)
1240 CALL SOUND(200,196,6,247,6,1568,4) :: CALL SOUND(200,294,6,440,6,1480,4)
1250 CALL SOUND(200,392,6,494,6,1568,4)







 

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