wow, very nice progress! This is starting to look like a real game now!! And thanks a lot for making it open source
Agree. Looks better and better!!!
I recognize the refactoring part. I'm been refactoring my codebase all along (1+ year now), as I learn more and more. And as the codebase grows and grows. I've been doing a lot of stuff just to make things flexible for this. (and in my case, 70% of the runtime code is in C, which helps a lot wrt flexibility).
Wow. That looks pretty nice. Very smooth for an MSX1 game!
I'm really impressed! This is such a smooth side scrolling platformer for an MSX1! This has potential to become a really great game.
I tried to run it in WebMSX at first but it does not start there. Then I tried BlueMSX where it runs fine.
Nice improvement! Keep it up!
I tried to run it in WebMSX at first but it does not start there.
You have to choose the correct mapper type: ASCII 16 (Cartridge button / Set ROM format).
Awesome. It looks very very good. I hope that in the end you do not find out that your msx won't allow you to make it even better. Are you going to smoothen out the character movement controls?
Looking good albs_br! Cool! Keep up the good work!!
Are you going to smoothen out the character movement controls?
Do you mean acceleration, progressive speed/camera movement, variable height jumps, skid when changing direction, etc? Yes I plan to make this. It's very important and really makes difference for a "professional" looking game. Currently, the commands are raw, and often you die because of it, making the gameplay somewhat frustrating.
About increasing the number of animation frames I made it for walking (walking right now has 5 frames, instead of left walking that still is with less frames). Also, I made a smooth transition from "looking left" to "looking right" (4 frames). But on both cases the results were below my expectations. Anyone noted these details? I bet no.
Do you mean acceleration, progressive speed/camera movement, variable height jumps, skid when changing direction, etc? Yes I plan to make this. It's very important and really makes difference for a "professional" looking game.
I strongly disagree with that hehehe
Physics should go along with the gameplay. Inertia/acceleration/etc. are hurdles that the player needs to overcome to control the player. If you want to base your game mechanics around that (e.g., like in Mario), then that's fine. But not all games need nor should have that. Just imagine "1001 Spikes" with inertia... it'd be horrible I am not saying that you should not include inertia, but just that you should think of what is the gameplay that you want to have in your game, and implement the physics that go along with that