Inferno is progressing, even more. Cleaned up some stuff (Thanks to GuyveR800 @ www.tni.nl for the ideas), skeletons are dancing around, and the player can swing his fist like the mighty warrior he is!
Boom!
Thursday, October 25, 2012
Monday, October 22, 2012
More October!
Inferno now has a system worked out for how to put enemies on screen, and I am working on getting it to work properly... right now it can locate enemies, but they don't draw/do anything yet.
It's a start!
It would've went faster, but there were some communication issues with OpenMSX + Debugger. Took a few days to get that all worked out. Kind of annoying.
It's a start!
It would've went faster, but there were some communication issues with OpenMSX + Debugger. Took a few days to get that all worked out. Kind of annoying.
Monday, October 8, 2012
Octoberrrrrrrrrrr!
This past week was a bit slow for Inferno. I got poison oak, so thinking / working didn't go so well.
It's pretty clear now. I was able to get the control bugs all killed, and went in and optimized some parts of the code and cleaned it up some.
Now I will be able to move on to enemies!
In other news: I just got done tweaking some of the maps for Pyramid Plunder. Level 4's maps were a bit harsh.
:)
So far, so good.
It's pretty clear now. I was able to get the control bugs all killed, and went in and optimized some parts of the code and cleaned it up some.
Now I will be able to move on to enemies!
In other news: I just got done tweaking some of the maps for Pyramid Plunder. Level 4's maps were a bit harsh.
:)
So far, so good.
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