A C64 Game - Step 31
And another rather unspectacular step: Just a bunch of new stages. Things do get prettier once the editor is used. Currently stages are assembled manually ;)

The code changes are rather unspectacular. Since the framework is already in place adding new levels is nothing more than adding the level data and adding the level pointer in the level table.
Sometimes you just want to add a bit more fluff, just to be able to play the game. Try several ideas to get a feel for where the game might be going. I've been changing the flow of the game throughout quite a bit. In the current incarnation the game is leaning towards Bubble Bobble style gameplay.
Adding the level pointer:
SCREEN_DATA_TABLE
!word LEVEL_1
!word LEVEL_2
!word LEVEL_3
!word LEVEL_4
!word LEVEL_5
!word LEVEL_6
!word LEVEL_7
!word LEVEL_8
!word 0
The level data itself is built by hand (for now).
LEVEL_4
!byte LD_AREA,1,1,38,21,2,13
!byte LD_LINE_H_ALT,1,5,20,96,13
!byte LD_LINE_H_ALT,25,5,14,96,13
!byte LD_LINE_H_ALT,1,8,10,96,13
!byte LD_LINE_H_ALT,15,8,24,96,13
!byte LD_LINE_H_ALT,1,11,18,96,13
!byte LD_LINE_H_ALT,23,11,16,96,13
!byte LD_LINE_H_ALT,1,14,33,96,13
!byte LD_LINE_H_ALT,38,14,2,96,13
!byte LD_LINE_H_ALT,6,17,33,96,13
!byte LD_LINE_H_ALT,12,20,6,96,13
!byte LD_OBJECT,3,21,TYPE_PLAYER
!byte LD_OBJECT,3,4,TYPE_MUMMY
!byte LD_OBJECT,33,4,TYPE_ZOMBIE
!byte LD_OBJECT,23,7,TYPE_ZOMBIE
!byte LD_OBJECT,10,10,TYPE_ZOMBIE
!byte LD_OBJECT,30,13,TYPE_ZOMBIE
!byte LD_OBJECT,20,16,TYPE_ZOMBIE
!byte LD_OBJECT,35,21,TYPE_ZOMBIE
!byte LD_END
LEVEL_5
!byte LD_LINE_H_ALT,5,7,4,96,13
!byte LD_LINE_H_ALT,5,10,9,96,13
!byte LD_LINE_H_ALT,4,13,3,96,13
!byte LD_LINE_H_ALT,1,16,3,96,13
!byte LD_LINE_H_ALT,10,19,6,96,13
!byte LD_LINE_H_ALT,16,10,4,96,13
!byte LD_LINE_H_ALT,22,10,4,96,13
!byte LD_LINE_H_ALT,24,7,15,96,13
!byte LD_LINE_H_ALT,24,13,11,96,13
!byte LD_LINE_H_ALT,24,16,11,96,13
!byte LD_LINE_H_ALT,28,19,4,96,13
!byte LD_OBJECT,13,18,TYPE_PLAYER
!byte LD_OBJECT,18,5,TYPE_BAT_LR
!byte LD_OBJECT,34,8,TYPE_BAT_LR
!byte LD_OBJECT,9,11,TYPE_BAT_LR
!byte LD_OBJECT,15,14,TYPE_BAT_LR
!byte LD_OBJECT,25,17,TYPE_BAT_LR
!byte LD_END
LEVEL_6
!byte LD_LINE_H_ALT,1,10,5,96,13
!byte LD_LINE_H_ALT,1,13,9,96,13
!byte LD_LINE_H_ALT,1,16,13,96,13
!byte LD_LINE_H_ALT,1,19,17,96,13
!byte LD_LINE_H_ALT,34,10,5,96,13
!byte LD_LINE_H_ALT,30,13,9,96,13
!byte LD_LINE_H_ALT,26,16,13,96,13
!byte LD_LINE_H_ALT,22,19,17,96,13
!byte LD_OBJECT,19,21,TYPE_PLAYER
!byte LD_OBJECT,5,5,TYPE_BAT_LR
!byte LD_OBJECT,15,5,TYPE_BAT_LR
!byte LD_OBJECT,25,5,TYPE_BAT_LR
!byte LD_OBJECT,35,5,TYPE_BAT_LR
!byte LD_END
LEVEL_7
!byte LD_LINE_H_ALT,1,5,5,96,13
!byte LD_LINE_H_ALT,1,8,5,96,13
!byte LD_LINE_H_ALT,1,11,5,96,13
!byte LD_LINE_H_ALT,1,14,5,96,13
!byte LD_LINE_H_ALT,1,17,5,96,13
!byte LD_LINE_H_ALT,1,20,5,96,13
!byte LD_LINE_H_ALT,34,5,5,96,13
!byte LD_LINE_H_ALT,34,8,5,96,13
!byte LD_LINE_H_ALT,34,11,5,96,13
!byte LD_LINE_H_ALT,34,14,5,96,13
!byte LD_LINE_H_ALT,34,17,5,96,13
!byte LD_LINE_H_ALT,34,20,5,96,13
!byte LD_LINE_V_ALT,6,8,11,128,9
!byte LD_LINE_V_ALT,33,8,11,128,9
!byte LD_OBJECT,19,21,TYPE_PLAYER
!byte LD_OBJECT,15,5,TYPE_BAT_LR
!byte LD_OBJECT,20,5,TYPE_BAT_LR
!byte LD_OBJECT,25,5,TYPE_BAT_LR
!byte LD_OBJECT,17,9,TYPE_BAT_LR
!byte LD_OBJECT,23,9,TYPE_BAT_LR
!byte LD_END
LEVEL_8
!byte LD_LINE_H_ALT,1,5,5,96,13
!byte LD_LINE_H_ALT,10,5,20,96,13
!byte LD_LINE_H_ALT,34,5,5,96,13
!byte LD_LINE_H_ALT,1,8,5,96,13
!byte LD_LINE_H_ALT,10,8,20,96,13
!byte LD_LINE_H_ALT,34,8,5,96,13
!byte LD_LINE_V_ALT,10,6,3,2,13
!byte LD_LINE_V_ALT,16,6,3,2,13
!byte LD_LINE_V_ALT,23,6,3,2,13
!byte LD_LINE_V_ALT,29,6,3,2,13
!byte LD_LINE_H_ALT,5,11,7,96,13
!byte LD_LINE_H_ALT,28,11,7,96,13
!byte LD_LINE_H_ALT,10,14,20,96,13
!byte LD_LINE_H_ALT,5,17,7,96,13
!byte LD_LINE_H_ALT,28,17,7,96,13
!byte LD_LINE_H_ALT,10,20,20,96,13
!byte LD_OBJECT,19,21,TYPE_PLAYER
!byte LD_OBJECT,15,5,TYPE_BAT_LR
!byte LD_OBJECT,20,5,TYPE_BAT_LR
!byte LD_OBJECT,25,5,TYPE_BAT_LR
!byte LD_OBJECT,17,9,TYPE_BAT_LR
!byte LD_OBJECT,23,9,TYPE_BAT_LR
!byte LD_END
step31.zip