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Thanks for all support so far everyone . I've seen at least 10 people wearing the support userbar in their signatures, and this very thread now gets around 100 views a day, even during days with no posts . Thanks again for all those who want to see this awesome game come to fruition, you're just as awesome I unfortunately did not get much done the past few days -- but I did finish around 30 more indoor tiles. Programming wise, its in real shambles, 1% done at most. But, I think it'll be 2-3 more weeks before I get into coding mode -- I want all the graphics done first. So, small update I guess
Well, goal not Met I only made around 40 new ones.But, however, made it up by making tons of enemy and NPC sprites
Quote from: Ashbad on April 11, 2011, 09:49:28 pmWell, goal not Met I only made around 40 new ones.But, however, made it up by making tons of enemy and NPC spritesDon't be sad, I'm sure there's enough time.
Quote from: Scout on April 12, 2011, 10:49:31 amQuote from: Ashbad on April 11, 2011, 09:49:28 pmWell, goal not Met I only made around 40 new ones.But, however, made it up by making tons of enemy and NPC spritesDon't be sad, I'm sure there's enough time.I probably have at least 60-70 more years left in my life, I think I'll have enough time
small update today:I have compression working so I can store maps at 10 bits per tile each, instead of 16 like before 2 bits should be enough for basic collision detection (right now only values 0-2 are used for walkable space, wall, and moveable block -- I might use 3 for a swimming engine or a damaging tile thing)It then decompresses the screen from ~120 byte to ~300 byte screen in RAM in under a hundredth of a second Also, got tilemapping working.So, my assembly skills are improving along the way
indeed I am
* DJ_O pokes Ashbad so he doesn't let this die completly