Salomonsson.se
Jul 17 2025

Super Bobby World - progress report 4

Note: we’re just getting started - everything is supposed to look like shit at this point :-D

Progress

  • Render ground chunks with variation (see below)
  • Implemented first interactable object
  • Objects can now “talk back”, so my interactable can tell that it whish to give the player score
  • Objects can mark themselves ready for destruction
  • Bug fixes in platforming physics, so we now can detect if you are grounded or not
  • Player animations adjusted, walk on ground, jump in air, and so on…
  • Started implementing player physics (work in progress)

Ground chunks with variation

In order to avoid repeating patterns, I implemented a variant that will take a bunch of ground tiles, and randomly place them based on spatial mapping (i.e. to get a psuedo-random number based on x and y position). In my sample I used 6 different dirt tiles, this is how it looks:

Dirt chunk with variations

Pressing shift will render in debug mode, where you can see the distribution of the dirt tiles more clearly

Debug view of the same section

And at the end, I put a grass tile on top

Then put some grass on top

Interactable

Also did basic implementation of an Interactable object to battle test the system. You can now collect these pickups, they will play a sound and increase your score.

The classic Bobby pickups

Very good progress today!

Jul 16 2025

Super Bobby World - progress report 3

Note: we’re just getting started - everything is supposed to look like shit at this point :-D

Progress today

  • All visible objects now belong to a screen struct
  • You can define multiple screens
  • Implemented screen transitions
  • Bobby run animation (temporary)
  • Bottom UI (temporary)
  • Crude localization - switch between Swedish and English
Screen transitions
Jul 15 2025

Super Bobby World - progress report 2

Note: we’re just getting started - everything is supposed to look like shit at this point :-D

Progress

  • Re-structure of code (as always)
  • Decided on scale and window size (more on this below)
  • Implemented a menu screen (pretty low on priority, but I was blocked for a few hours)
  • Generate a level usding std::rand(), super naive, and a bunch of things break. Still funny
  • Started getting animations in there

Ola (who implemented all the platform physics) is now working on a system for player and enemy behaviours.

Progress

Scale and Size

We have very limited time, so we’re gonna take the easy way out.

  • Baseline size will be 1024x768, with scaling of multiples of two (or there’ll be a ton of blurry artifacts)
Comparing new size to original game

Take it easy =D

Jul 13 2025

Super Bobby World - 22 years later

The original game

Me and my brother has decided to - for the first time - try to collaborate and see if we can make a game together. We will attempt to make a sequel to my first “real” game, Super Bobby World, originally released in 2003 (i.e. 22 years ago). The image above is from that game.

This time we’ll do it in c++ instead, and with a very limited time scope… so we’ll see how it goes. Let’s keep a short dev log about it here to keep track.

Done so far

Mostly the boring boiler plate and setup-stuff:

  • Creating a window, handle input, game loop (using SDL)
  • Load and draw bitmaps and colored rectangles
  • First pass of custom platform physics (collision detection and response)
  • Drawing text
  • Playing music and SFX
  • Very simple screen management

Not much to look at yet, but still managed to get a lot of the nessecary stuff out of the way.

And remember that you can play the original game here, free and in your browser:

https://games.salomonsson.se/bobby/