Jump to content

Mord

Members
  • Content Count

    2,986
  • Joined

  • Last visited

  • Days Won

    2

Blog Entries posted by Mord

  1. Mord
    Dynasty Warriors 6 is something I can hack away at for an hour after I get home from work in the morning. So, for the weekends I think I'll add a little more spice. As such, since the Dreamcast is technically hooked up anyway, I'm going to replay Grandia II for the Game Complete list. I should finish that before christmas no problem.
     
    After christmas I'll play through Ar Tonelico in preparation for the release of Ar Tonelico 2 on January 20. When all that's said and done, or maybe before christmas if I finish Grandia II a lot earlier than planned, I'll go through Legacy of Kane: Soul Reaver on the Dreamcast.
  2. Mord
    Finished this last weekend. I have a few save games near the end so that I can pick a different ending without redoing the entire game, but I'm not to interested in actually doing that for now. I think I missed making like 1 item in the game, which of course prevented me from unlocking everybody's stats 100%. Some were as low as 95% due to that particular item blocking a few other items behind it. Ah well, not too important.
     
    For a change of pace I've switched to the PS2 version of Dynasty Warriors 6. I'll consider it "completed" when I've finished all of the story modes for all the characters which I guess makes this version of the game the hardest to complete, given they added a bunch of new story modes as bonus PS2 exclusive content. I've started with the Shu characters first as usual.
  3. Mord
    Finished Dawn of Sorrow today, and added it to my little Games Complete list on my website.
     
    Had it solved long ago, but I'm not adding games to the list unless I complete them after the list was started. Which means playing through a lot of games again. Nearing the end of Mana Khemia. I'll have to pick some more games to continue on with soon.
  4. Mord
    And Ecclesia is complete. Had 100% glyphs obtained and completed all townsfolks quests. (Make sure you talk to the mayor after you complete every other quest for a bonus item.)
     
    The Training Hall is a pain in the butt until you figure out how to move around. After that I find only one place that's tricky.
     
    Also, the Large Cavern will be a lot easier after you get the flight glyph - although you practically have to get to Dracula before you get that one.
     
    Anyway, now it'll be back to Mana Khemia for me.
  5. Mord
    And so I now own Castlevania: Order of Ecclesia, and Yggdra Union. Hopefully I'll be able to contain myself and avoid further purchases until December when Ar Tonelico 2 is suppose to come out.
  6. Mord
    Among a lot of other things, I bought a PSP out of my income tax refund this summer. The library of games currently stands at:
     
    Castlevania: The Dracula X Chronicles
    Dynasty Warriors
    Street Fighter Alpha 3 Max
    Gradius Collection
    Astonishia Story
    Final Fantasy Tactics: The War of the Lions
    Gurumin: A Monstrous Adventure
    Disgaea: Afternoon of Darkness
    Tales of the World: Radiant Mythology
    Generation of Chaos
     
    I saw a bunch more rpgish types up at one of the stores in town, so I'm probably going to try to get a few more of those before too long. It was mostly for RPGs that I got the PSP, although I'm still picking up a few other games on the cheap here and there. Other than that I got a few GC games, a few Xbox games, a bunch of PS2 games, some controllers, this and that and whatever else.
  7. Mord
    Got a raise at work recently. While I have some things to catch up on first, this means I may be able to start ordering from the Atari Age store again! We'll see how it goes I guess. I'll likely get something when my tax refund is processed (A reward for getting the damned thing done on time!) but after that we'll see how things go through the summer. Might be better to save up some cash to get a nice christmas order.
  8. Mord
    I remembered to check Disturbed's website yesterday and noticed they have some new songs up in preparation for the release of their latest CD: Indestructible. No clue how long the songs have been up on their myspace, although the top two only have half a million plays compared to the 6-9 million plays of the others.
     
    I'm about as anti-RIAA as you can get, and I'm sure Disturbed's CD is going to be on a RIAA label, but I'm likely going to lower my personal boycott to purchase it. So long as the label isn't Sony - their rootkit earned my scorn for the rest of my life.
     
    If they actually release with Sony, I will regrettably pass on the CD.
  9. Mord
    Since christmas I've been on and off of all sorts of my little projects. In the end nothing got done for programming. I have a future php powered website all but planned on paper for myself, but I likely won't get around to making that into a reality as early as I had hoped. It'd be nice if I could have it done by next christmas but we'll see.
     
    Essentially I've been reading up on php and css a lot and playing Dynasty Warriors Empires 5 a lot. Trying to max out all the characters for fun. Also started going through Ar Tonelico again. This time I plan on taking the second path through chapter 2 and focus on gathering materials from enemies more. (end fights with max harmonics as much as possible)
     
    This week I've been starting to think on Action RPG again tho. The problem right now is that doing the AI for 8 objects right now can quickly make the screen jump. So I've been pondering ways to reuse objects more. I'm probably going to cut down the Active objects in a world to 5. 2 global, 1 regional, and 2 local/room. So every time you enter a new screen up to 2 monsters could load, plus the regional has a moderate chance of finding and chasing you. And if you're real (un)lucky, the global dragons will catch up to you. I said "active" objects because I'm thinking I'll use some of the freed ram in the superchip with this to form a small table of "inactive" objects/monsters.
     
    Essentially when you leave a room, room objects would be saved to this table. And may vanish over time if you don't return after so much time. One slot in the table would only be erased if you leave the region. So this could take the form of a "regional object". If you leave the room without it, it'll be placed in it's special place in the table. It'll be dormant and do nothing while in that state. Carrying it about would make less room/local monsters appear as you travel, which could be a good thing! I'm still in the thinking stage here, so I might think of other ways to implement this.
     
    Anyway, time for bed.
  10. Mord
    I was poking around The FuMP this morning and came across this song. "My Atari". I've bookmarked the site for future surfing. Unfortunately now is nap time. z_z
  11. Mord
    I got the animation mod working (although it wasn't being used - I'd have to modify the AI for that.)
     
    The new code was displaying the objects properly at any rate. But I noticed some Bad Behaviour shortly after as I mucked about. Screen jumping. At predictable points.
     
    In short, it looks like the Vertical Blank is taxed beyond capacity under some conditions (holding an object while pushing against walls was a sure way to do it if there were a few other objects on the screen) etc. I did a quick test on the timer and noticed that the timer left on the vertical blank sits betwen 6 and 2. That's a wide gap I find. The screen doesn't jump in the debugger as I go frame by frame, but that's probably due to nothing being done with the controller to cause anything extra to be done.
     
    So before I continue writing more for the game, I'm going to backtrack and do a SERIOUS optimization for speed. Find better ways to store/retrieve stuff in tables etc. Perhaps try to lighten up on ram compression a bit so that I don't have to extract/translate the bits of a byte before using it. (At times a big waste of time!) And I'll go through all the counters/loops and make sure that they're ALL down counters. I'm sure most of them are, but I can think of a couple that aren't.
     
    When I look over the overall code I think I have most of the ram I want to use allocated. Meaning I can probably get away with a little more waste on ram if it'll make things faster.
     
    So I guess rebuilding the rom will be the real goal for version 0.019. It'll just happen to have animation support when all is said and done!
  12. Mord
    I've given up on the last attempt to add animation to the rom. The errors were weird to the point of me not knowing where to start looking. It might have just been a simple thing here or there, but finding that simple thing was more of a headache than a fresh start.
     
    And so I reverted the source code (but not the variable/constants files) to version 0.018. I checked and it still compiles fine (which means I didn't remove anything from either file) although I'll double check it to see what, if anything, was added. The couple of variables I remember adding I'll be using again anyway.
     
    The other reason I refreshed the code is to get rid of the label names I had added for the sequences/frames. It was as confusing as working with the 7800's Display Lists and Display List Lists and keeping the two straight. So now each character will have it's Sequence Table, and each of those entries in the table will point to a Frame Table. Each Frame Table will have pointers to actual Frames. I suppose you could say each of the Tables are really a List. But then we start getting back to the 7800. And that's just no.
     

     
    Some other minor tidbits that are unrelated to the above.
     
    1. The AtariVox doesn't physically fit in a 7800's controller port. The casing is too wide. It'd fit if you removed it from the casing of course, but I ain't doing that. Guess there's still a need for me to hook up the Gemini now and then.
     
    2. I've noticed how tight the 7800's cartridge slot is with some games. I also find I enjoy playing Ms. Pacman still.
     
    3. I swapped out the proline I was using and crying about in the last post and plugged in my second one. It works a bit better, although they are still overall liquid pain. The first one was far far worse however, in that it wouldn't recognize you pushing in any direction unless you were REALLY pushing in that direction hard. The replacement proline is a bit more touchy and easier to move about.
     
    4. I suck at Dig Dug.
     
    5. You can actually touch Donkey Kong in the third screen on the 7800. Don't do it.
     
    6. I still need to learn how the sound registers work on the 2600 (And on the pokey for later.)
     
    7. I bought a diet Orange Crush accidently.
     
    8. I've been up for 20 hours now.
     
    9. I solved Dynasty Warriors Empires 5 using a single general last night. Zhao Ang.
  13. Mord
    Lately been listening to various bands on this site. An interesting method for helping artists get CDs recorded without the need of a record label that would potentially put them into debt and/or give them just a couple pennies per CD sold, etc etc.
     
    Yeah, I'm not a big fan of record labels.
     
    At any rate, I recommend poking around and listening to a few bands and reading the How It Works page. I signed up mostly to download the few free downloads available, but listening to songs with the built in player on the page doesn't require a signup or anything.
     
    Currently listening to BulletProof Messenger.
  14. Mord
    Starting from my shell program (Which I think I'll update for the future to use the macro.h functions) I'm going to fiddle around with making a vertical shooter.
     
    I'm not stopping/abandoning Action RPG. I've been having trouble with the new animation routines. They aren't pulling info in properly. So taking a step back for now to think about it while I work on this. Plus I plan on developing a similar/identical animation routine for the enemies in this new game. The hope is that I'll be able to port that code over to Action RPG later.
     
    Anyway. As for "story" for this vertical shooter, the idea will be that aliens of some sort has invaded earth. Very original right?
    You're the pilot of an experimental new space fighter. The catch is that you're still deep within an underground industrial complex when the attack happens and the enemy is already moving through the tunnels! So you have to blast your way through them to get to the surface and from there meet up with one of the few remaining supply ships that has been fighting off the enemy all this time while waiting for you!
     
    Not the most thought out plan, but it's not suppose to be. It's just a little project to play with while I rest up on Action RPG.
     
    Project started a little while ago. About an hour or so before I sat back to write this.
     
    *edit*
    After about 6 hours, I've gotten it to this point. Mind you, I stopped to eat and go for a walk in the middle of it all. Right now it's just initial stab at what will become the walls of the corridors you'll be flying down. The wall data is not 100% random - there's a page of sample data for it to read from. But at present it -is- randomly determining the offset for the zones as it passes by.
     
    Going to patch in fractional movement on the movement next.
     
    *update*
     
    Done. Next to add the player.
     
    *update*
     
    Done. (version 003) Now to make it move. May not get this done before I go to bed however.
     
    *update*
     
    Done. (version 004) It moves, and your Y position has a limited effect on the speed of the playfield scrolling by. The way the ship moves right now is not what I actually want tho. It's just a hack so I can test the movement code.
     
    Additionally, the ship graphic is not something I did up myself. It's one of Adam/salstadt's ships he had done up for one of his concepts. I had asked for (and received ) permission to use them ... years ago, probably 2005.
     
    I think to advance this game much further I'll have to unroll the display kernel some. It's currently the same line of code being shot out 192 times for the display screen so as you can imagine there's little to no room left with just the playfield and the player. I had attempted to apply a color mask to the player but even that blasted the 76 cycle limit.
     
     
    But now, I'm done for the night. I'll try to get back at this after lunch tomorrow.
     

  15. Mord
    On the way to work yesterday I started pondering trying to do 3 different versions of Action RPG. The main one, which will determine the content of the overall game, will be the Superchip/Rom version that I'm already working on. The other two versions would basically take that game and restructure it to fit the Krocodile Cartridge's custom format (Since I own one!) and the other to be modified for the Chimera. (As I'm planning on getting one!)
     
    The things I'll do with the two extra formats would be to see how I can make use of the extra resources to Do More graphically and the like.
     
    Yeah, a nice dream, especially since I'm having a hard enough time ironing out the Superchip version in a timely fashion.
     
    Still. It's something I'm considering at this point.
     
    Hopefully I'll have version 0.019 done this weekend. I've got the new graphics/tables added for animation. I just have to alter the object manager and a few init variables so they make use of the tables properly. Should be easy enough to do now that I've finished playing Y's.
  16. Mord
    Here's a zip with code etc for Action RPG as of version 0.016.
     
    Be careful with trusting comments, as they could be outdated. I'm horrible for that at times, especially if I'm copy/pasting sections of code.
  17. Mord
    Procrastinating on the rom again. Punishment for this is near but for now I show one of the potential incarnations of the Ice Kingdom that I had mentioned I drew up a couple years ago. When I get around to actually designing the area it'll probably look quite different. (After all, the capabilities of the engine are far more than what the concept assumed when it was created!)
     
    As you can see from the map, there appear to be 2 different entrances. One on the far side of the maze, and one next to a bridge-looking thing. At the time of drawing it up, the idea was that there would be a secret item to let you bypass the maze portion - of course getting that secret item had it's own little maze guarding it as well. I think the map is pretty self explanatory otherwise.
  18. Mord
    Version 0.018 is complete. This upgrades the rom to 16k. And the amount of space available in each bank is awesome.
     
    I've spliced up the code as detailed in the previous post. The rom plays essentially the same as the previous version/beta as far as anyone were to tell by playing it. There's just a lot more space available to add things now.
     
    As I mentioned, I took a stab at trying to modify the Random Number generator. After reading it over and actually understanding what it was doing this is what I've changed it to:
     

    NextRandom SUBROUTINE lda random beq .doEor lsr bcc .skipEor .doEor: lda SWCHA adc Incrementer sbc PlayerCnt ora #%10000000 .skipEor: sta random rts
     
    This means I got rid of the constant. I make sure I set the top bit to 1 when reseting the value to make sure we get the maximum number of bits and to ensure it can go to the top range now and then. Swcha is usually mostly high values to begin with, but Incrementer goes through the full range (not that it'll see the entire range, but most of it) and PlayerCnt ... I'm not entirely sure what it's valued at by the time it gets checked. Probably 0 if I decrement that in the display. If I don't then it's set to the top scanline of the player.
     
    I also call it once per game-tick, in frame 3 of 6. So it runs through it's values and recalculates new ones even if it isn't required. It will also recalculate values during either the AI or Collision Managers as it gets called by individual routines. The only one that really uses it right now is hte HeartPlacer demo routine which fills up available object slots with hearts if they're empty.
     
    I'm not entirely sure what I'll do for the next version, but I'm leaning towards allowing for object animation. For instance I may redo the heart so that it's smaller but pulsates a little (A 5 frame sequence with 3 unique frames)
     
    A test run for when I do more complicated animations with monsters.
     
     
    Oh. You'll notice the screen bumps in the castle room when you move around the castle gate's scanlines. A glitch, but just one made from laziness for this version. The graphics data for the gate crosses a page boundary. That's generating an extra cycle which causes the glitch in some situations. I'll be correcting it with the next version - thought I'd leave it til the next version since I'll be looking at sprite layout more closely then.
  19. Mord
    Now, I didn't RTFA or anything, so let's go by the summary on slashdot. Apparently the Copyright Board of Canada is proposing a tax/surcharge on legally downloaded music to the tune (ha ha.) of 2 cents per mp3, with 1.5 cents extra for an album download. If passed, this would also be retroactively applied to EVERY legally bought mp3 since 1996.
     
    I'm pretty sure this isn't something that has passed. It's just the Copyright Board looking to lobby government.
     
    What I can't understand is their logic. It's a "Surcharge to compensate artists from losses to piracy."
     
    WTF?
     
    You bought the song you downloaded. You did not infringe on anyones copyrights. You did not commit piracy.
    Why are they looking to extract money from you for it? They're comparing this to the levy paid (about 21 cents) to all blank media purchased (CDs, DVDs, audio cassettes) because they may be used to in the future to copy songs/etc onto it.
     
    This further makes me go WTF. The blank media is the blank media. I can understand them taxing that, so long as they stfu afterwards about any use that cd or audio cassette is put to later. But the mp3s you legally downloaded aren't some rewritable blank media. You can copy it ONTO blank media but wait! A tax is already applied to those things. No double dipping please.
     
    You can copy it onto your harddrive? Why the hell do you think it was BOUGHT.
     
    Ok. I'm shutting up before I blow an artery in my forehead.
     
    It's just frustrating to see obvious, blantant money grabs. I'm glad I don't go with legal downloads - I still buy CDs since I like having the physical package (Much like the reason I collect actual carts for retro consoles). Although with my self-imposed boycott of RIAA affiliated labels, even purchases for that have gone down. Luckily for me most of the bands I buy aren't RIAA affiliated. I'll miss not getting to listen to Nightwish's latest CD, but I'll survive. The real test will probably be when Disturbed releases their next CD. I may lower the boycott temporarily to buy it, but that'll depend on if Sony is the label or not. (Don't want malware ktkbye)
  20. Mord
    Finished part 2. I've removed object data from the graphics data. This has several benefits. One of those being that now different objects can share the same graphics data - but otherwise be different. (Different size, different speeds, different AI/collision, different color, different maxhp, etc)
     
    I have to clean up the code a little bit before I move on to the next milestone. I'll do that either when I wake up later today or tomorrow morning when I get home from work.
     
     
    *update*
     
    Had a chance to look quickly at the gate collision problem and I know why the key doesn't always react. I have the object collision check placed in with the Gate Movement code, rather than the gate's AI. The reason the key doesn't always react to it despite it flickering in, is because the gate movement code is Tick based, and thus only triggers once every 6 frames. That's 5 potential frames out of 6 where even if the key flickers in to collide with the gate, the collision won't get tested. With those kinds of odds, it's amazing the key triggers the gate at all!
     
    Gotta go to work within the hour so don't have time to modify it. I'm going to print off the associated code so that I can pencil/pad what I'll do when I get home on the way to work.
  21. Mord
    I had this idea that it would be easy to change the 8k rom into a 16k rom.
     
    Yeah, I'm still laughing myself.
     
    I'm still planning on it, since I'll need it for extra room for objects, but I have a few things to separate first.
     
    Collision Routines: For some unknown reason, I decided to put collision labels in the object data itself instead of into a table. (Like what I did for AI routines) This had to be removed and put into a table so that I can push all of those into their own bank.
     
    This is done.
     
    Secondly I have the rest of the object data intermixed with the graphics data. This made a little more sense but it's going to make it harder to store graphics data in the display bank. So the next mini-goal is to separate that. This results in some difficulties however with setting up a table for graphics data if the graphics data and object data are in separate banks. I'm probably overlooking an obvious solution. I'm too tired to think on it right now anyway.
     
    This is the next part.
     
    Thirdly, I'll take a closer look at the collision problems revolving around the gate and key not always working, even tho I'm using hardware collision latches, the gate is always displayed every screen, and we know the key is flickering in. As soon as it flickers in, there should be a 100% chance of it triggering. But that is not happening. What's worse is that sometimes it DOES happen but sometimes it doesn't. My gut is telling me to look at the gate's AI routine (which tests for collision with the key - the key just handles it's moving around if held) the Object Manager, and the GetHardwareSprite routine. The least likely place of the 3 to be the culprit is probably GetHardwareSprite, but it's the only used by the gate AI right now so it's by default under suspect.
     
     
    After that's cleared up, I'll work on adding the extra banks. First I'll convert it to a 16k bank that happens to only use the bottom 2 banks, exactly as it does now. Then I'll attempt to rewire the Overscan portion to another bank. (This is some setup code, the Tick related code, and the Collision routines.) Once that's working, I'll finish by moving the Vertical Blank code to it's own bank as well. This is mostly display setup and AI.
     
    The Roomloader bank is luckily already self-contained the way it was going to be. So beyond some alterations revolving around bank switching, there shouldn't be anything I need to do with that bank.
  22. Mord
    Below is a map I had designed for a forest kingdom in Action RPG back in... I think it was 2005. It was well before I started on the current codebase which is why it doesn't even reflect the ability for alternating playfield colors. (I made a few attempts at starting this game in the past, but always got seriously distracted or had a harddrive failure, etc. )
     
    I'm likely going to modify it before I ever get around to adding it to the actual rom, perhaps even start from scratch, so a looksee isn't too revealing.
     
    I also have a design for the Ice Kingdom which I'll post later on. Again that design was done back in 2005 as well so it will likely change quite a bit before it hits the rom.
     
    The list of areas I had for the game include:
     
    Northern Kingdom
    Ice Kingdom (yeah, further north. )
    Forest Kingdom
    Fields Kingdom
    Island Kingdom
    Shadowlands
    The Waterfall
    Highlands
    Coal Mountains
     
    etc.
     
    Each area would have it's own castle/tower/dungeon/thing. Yeah, that's a lot of crap to expect to shove into this game. I don't really expect to fit it all in, but it's a goal to add as much as inhumanly possible.
     
    I tend to write notes up about each of the areas idly as ideas hit while I work on the code. Works well since this way when I look for things that I want to add to the engine, I have ideas of where to expand and why. For instance today on the way to work I wrote up a list of potential weapons and armor objects and roughly how they should work. Which means I have to keep those ideas in mind when I start adding relevant code later. Haven't written much for the weapons although at present it looks like armor will affect defense (obviously) and speed. Heavier armors slowing you down some. I haven't written concrete values for each - I just wrote some general guidelines. Elven Chainmail for instance, should it be found, would give about the same defense as regular chainmail - but have no penalty on movement.
     
    Fear not. Assuming it all gets into the game, it'll also get into an instruction manual.
  23. Mord
    Always such a fun phase.
     
    After spending a while thinking of how to do what I wanted to do, then another week writing and rewriting and doublechecking what was written, I finally started pasting the new code for holdable objects into the rom. And for the first time sinc... ok for probably the first time, the game didn't need any tweaking just to display the kernel properly on first assembly!
     
    However the key wasn't responding to the collision routines.
     
    That was a quick fix. I just forgot to copy/paste in the new Black Key AI routine. And since the way detecting for held-ness is changed, naturally nothing would appear to work.
     
    So I changed it and reassembled.
     
    It ain't working proper. But is working a bit. The positional offset for the Y direction seems to not work at all. I'll have to look into it. The X direction seemed reversed. Instead of the key moving to position itself in front of you, it was trying to be dragged. (I could probably use this info to allow some items to be dragged of course) I swapped them over and they look like they work now.
     
    Another part of the Y direction is that I'm moving up, the key disappears! Until I stop. At which point it reappears where it normally would right below me. It should be right above tho, but as I said the offset is totally failing to increment. Those are the basic bugs for me to iron out, hopefully today.
     
    A last part is that I have to add an extra check on the object's X position. Trying to set the object when it's X is out of range causes an extra line to be generated. I avoid this normally by checking for it and temporarily pushing the object's Y coordinate high enough to signal to the object manager not to display it. Since the object is held when this happens, we can overwrite the Y coordinate safely - it'll get recalculated again in the next frame based on the player position anyway.
     
    That is, until I add in the drop code. But the drop code will have to look for that condition and set new X/Y/Room coordinates. may cause an issue with dead exits that don't lead anywhere. But I think it might be sufficient to tell the routine "If exit dead, use current room but continue setting X/Y". Meaning if you tried to drop it through the left side of the screen, but there was no room beyond that, the dropped object would appear on the other side of the screen in the same room when dropped.
     
     
    Ah well, we'll see how far I get by tonight.
     
     
    *update*
     
    Wow. Those bugs were easy to fix. I was corrupting X in the Up test without realizing it wasn't fixed in time to position the object. I just swapped the X references to Y references. Modified the Offset range a bit so that the held object would be further away from you on all sides, just a bit. One left and up, it was almost touching the player which was a bit closer than I wanted. I may set it up to move a little further away yet.
     
    Not quite ready to release it it as the actual version 0.017. As I had planned on having the drop button work in this version as well. Here's a rom for how it stands as is tho, minus the fire button functionality.
  24. Mord
    And finished. Had several weird things happen this version to work around, as well as unexpected (read: braindead) semantic problems to deal with.
     
    Anyway, nonflickering room objects are now added. Having some objects avoid flickering can help with making sure collisions register asap. (As soon as the object it reacts to gets swapped in)
     

     
    One use, as demonstrated in this version, is castle gates/doors/etc that are locked. The black key does indeed unlock the castle and you can go inside. I've modified the layout of the realm somewhat. Modified colors so the rooms all look a bit different - if just to show that it can be set on per room basis. Playfield and background can both be changed.
     
    A glitch I'd like to work out for a later version is with exiting castles. (Later on it'll be more than just exiting castles!)
    You'll notice as you leave, for a single frame you're displayed at the top of the screen. I was hoping that wouldn't show up and the intialization to the proper X/Y would happen before you got displayed. Guess I misjudged. I'll probably consider a way to add it to the room data since the only time it makes a difference is when you're leaving rooms. Last thing I want to do right now is think of more code tho.
     
    The gate's moving too fast right now but that's temporary. I haven't added the Game Tick code to divide some tasks across multiple frames. When I add that next version (it's the very next thing I'll be doing) It'll likely rise and drop quite a bit slower. And as a result it'll actually be possible to close the gate.
     
    I may work more on held objects. I had an idea to have them reposition themselves with respect to you as you move. Since there's going to be several objects that can be carried like the black key, I want to make it into a routine I can call if possible. So we'll see how that goes.
     
    After that I'll also make sure there's a way to drop what's held.
×
×
  • Create New...