Salomonsson.se
Aug 24 2025

Bobby World - Demo Release!!!

The Fire Inferno Screen

It’s done! It’s ready enough to be shared! It’s not a full game, but I’ve put togehter a couple of levels to demo the features, and I think it’s pretty fun!

Keep in mind that I’m NOT a good level designer, and intensity is set to developer difficulty.

The game has a few known bugs and glitches, and missing a ton of polish! But this was a brief summer project together with my brother, so count this as a demo of a milestone. Good enough for what we set out to do!

Download executable and give it a try:

Windows https://games.salomonsson.se/bobby2/Bobby-Win.zip

OSX (x86) https://games.salomonsson.se/bobby2/Bobby-OSX-x86.zip

OSX (silicon) https://games.salomonsson.se/bobby2/Bobby-OSX-Silicon.zip

Aug 17 2025

Super Bobby World - Part 8

Demo level

Been working quietly last week, but time to show a demo level with all the stuff. I think I made it a bit too hard, but it’s very funny to watch.

My brother has done an amazing job with all the platform physics logic!

This it the current progress. In a few days it’s back to the regular day job for me and this probably goes on the shelf. It was a fun summer project!

Jul 22 2025

Super Bobby World - Part 7

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

Progress - Level Editor!

  • I can now save and load level data to/from a text file
  • Started working on the editor, you can now:
    • Save/load your creations
    • Create ground chunks or entities
    • Select, move, scale and delete

And since the editor runs in-game, you can actually play the game WHILE you are creating it (it just worked).

Have a look for yourself.

Level editor in progress

What’s missing

  • Create/move between screens
  • Optional parameters on entities (like which direction you face)
  • Tagging the actual starting position So not much left!

I also tried making a release build today. It’s at 1.6mb. Hell yes!

Jul 20 2025

Super Bobby World - part 6

First milestone reached

Very excited, because when it comes to platformers, reaching this point of the project can take a really long time. But we got here with a lot of time to spare!

  • Platform physics in place
  • Player controls and physics in place
  • System for enemy and interactable behaviour in place
  • Music and sound is working
  • Even have basic localization in place (because my kids only reads Swedish, but I have friends who only reads English)
  • Restarting the game, score, lives, game over in place
  • Even have a debug menu in place

Started second milestone

We have the basic building blocks in place, but no good way to actually place them. Next step is a simple level editor.

Level editor progress today

  • A struct to represent all level data in the game
  • Write all data to a text file
  • Read the text file and populate back all the values

So, have basic serialization/deserialization in place. Good progress today as well!

Jul 18 2025

Super Bobby World - part 5

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

Huge progress today!

  • Player physics (iteration 1) implemented
    • Running, sliding, jumping, falling
    • If falling too far, he screams “FAAAAAAAAAN”
  • Implemented quick IMGUI-framework + auto layout
  • Implemented in-game debug menu
    • Toggle player physics
    • Pause/unpause the game
    • Debug mode to not die (not implemented yet)
    • Toggle languages
  • Also properly implemented “toggle sound”

This is amazing progress for about 5 days work! Almost all the major pieces are in place to run around now. What’s missing is the ability to die, which I’ll handle tomorrow (work in progress).

It puts me in a great spot - timewise. I’ve got a full 9 more days before my deadline of a playable demo, and I have one more, really big feature left: a Level editor. But 9 days for a level editor and put together some levels seems absolutely doable.

Of course, the game also lacks a ton of content. Enemies, interactables and such. Adding more stuff will also be part of those 9 days. But I need a level editor before I can properly place them (because my random layout is just a quick way for me to test basic functionality and not meant for prime time).

Progress from today
Jul 17 2025

Super Bobby World - Part 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 - Part 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 - Part 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/