This week's alpha consists of the incredible scrolling room. The example now contains three rooms, the middle of which is 32x16. Also, geemers/zoomers can hit you and will reduce your energy when they do so. You can't die (yet) so don't bother.
As you can see, the game is now alarmingly close to being finished from a cosmetic standpoint, but there is still much to do.
Download
Friday, April 24, 2009
Saturday, April 18, 2009
Transitions Alpha Update
The flashy-pants new alpha for this week features.... door transitions.
Yes those are the big things I told you about. They look really nice.
Download here
Yes those are the big things I told you about. They look really nice.
Download here
Tuesday, April 14, 2009
Big Things Week
Expect a major update this week. Finals are all but completed and that leaves lots of time for updates.
The more important set of news is that Toasty has agreed to restart the editor. Since he's a CS major, the editor will take no time at all and leave the actual game looking like a cut-rate 1st year project. My ego will take a similar dive.
As for this week, shot code has been tweaked, doors have been added, and some polish put in. Update on Friday as usual.
The more important set of news is that Toasty has agreed to restart the editor. Since he's a CS major, the editor will take no time at all and leave the actual game looking like a cut-rate 1st year project. My ego will take a similar dive.
As for this week, shot code has been tweaked, doors have been added, and some polish put in. Update on Friday as usual.
Friday, April 10, 2009
Friday Slow Going Kinda of a Let Down Alpha
Slow going this week due to exams, but promising developments nonetheless.
Here's what's new:
The geemer, when shot, will explode. This means that targeting data and sprite data are more or less complete.
Also, a drop of water will periodically fall from the ceiling in a semi-realistic fashion. Nothing fancy, but this demonstrates the power of the scripting that is to come.
Download
419kb, Windows
Here's what's new:
The geemer, when shot, will explode. This means that targeting data and sprite data are more or less complete.
Also, a drop of water will periodically fall from the ceiling in a semi-realistic fashion. Nothing fancy, but this demonstrates the power of the scripting that is to come.
Download
419kb, Windows
Friday, April 3, 2009
Friday Borderline Sociopath Alpha
This week's alpha contains only minor improvements.
Shot code works. Feel free to test it out by mashing z and x to jump and shoot.
Geemers work. He'll walk around the room once he spawns.
No, you can't shoot the geemer. Do you know how long that fucker took to debug?
Download
Notes: I have my lab finals next week so don't expect much then either, since this shit is pass/fail and it's extremely important that I pass. I'll at least try to get a functioning door in, but don't count on it.
Shot code works. Feel free to test it out by mashing z and x to jump and shoot.
Geemers work. He'll walk around the room once he spawns.
No, you can't shoot the geemer. Do you know how long that fucker took to debug?
Download
Notes: I have my lab finals next week so don't expect much then either, since this shit is pass/fail and it's extremely important that I pass. I'll at least try to get a functioning door in, but don't count on it.
Wednesday, April 1, 2009
Interesting RAM findings
So I was poking through the RAM the other day and I found when I locked certain addresses I got some... unusual behavior.
Most of the addresses do things like jam Samus in place or outright kill her. This one address seems to control the X scroll value in a room, so when it gets locked you actually walk across the room and come out the other side.
Here's a youtube video, take a look.
Most of the addresses do things like jam Samus in place or outright kill her. This one address seems to control the X scroll value in a room, so when it gets locked you actually walk across the room and come out the other side.
Here's a youtube video, take a look.
Subscribe to:
Posts (Atom)