steps to make a darnell level

DO THIS 15 TIMES (+ ALL THE SCRAPPED STAGES) FOR THE ENTIRE GAME GO FUCKING DO IT.

do the level layout using tiled
export it to png
replace the tiles for solid colors (cmap shit)
find issues with the cmap
export it to png
open both files and index them using a 8 bit color palette
thought you were ready? no. you have to figure out the palette colors.
put the cmap inside the getbgpixel example in the palib examples with bg scroll implemented because for some reason the example doesnt have shit just like palib.
after figuring out the colors you need to write them down into notepad so that you dont forget them.
then you have to put both cmap files in the nitrofs which is easy but it becomes annoying if you have to correct some mistake
then you need to create a new c file and new h file with the declarations
remove a bunch of junk and load in the new files
put the cmap color palettes in the player.create function
no we are not done yet, object placement.
fire up gimp and load the bg map
get the objects coordinates BY FUCKING HAND FOR EVERY SINGLE OBJECT YOU WANT TO PLACE.
after getting all the cordinates for all the fucking objects (which there can be a max of 128 of course)
you need to place all the fucking objects using the object_name.create function, BY HAND, ON THE CODE, PUTTING ALL THE CORDINATES.
for the objects to work they need to have a diferent id which means no you cannot just copy and paste the functions.
no we are not done yet.
for polish reasons you need to do a few ifs to not make the bg scroll when you dont want it to be scrolling.
you need to add a death function because b90sr doesnt have shit like palib
you need to make the splash screen showing the level name
you need to make the transition for the next level
add the music and make it stop else it will corrupt the audio
disable alpha effects (literal bug in "lost world act 1" the first release of darnell)


making a level editor would had consumed the 3 months (the first 3 months were wasted into making the movement feel right) i had to make the entire damn game.

now, you may be asking, why im making this post? i was helping the developer at cubed pixel which was having a horrible time trying to make a level editor for darnell 2. we sorta already did it but its not a real level editor its a object placer which saves the coordinates to the microsd card and then it can be put into nitrofs and magically load it up using the ultra16 engine. and it only works with crystals damn it. yeah im retired as programmer but that doesnt mean i cannot help a programmer, with help i mean do 99% of the work oh wait i mean nothing. "darnell" "2"** with the biggest * in the world (https://gbatemp.net/download/my-true-final-work-of-art-darnell-2.38346/) is my final work of art, take it or leave it.

i need to relax a bit sometimes i lose control and that costed me a "relationship". so yeah, go appreciate my torture and tears of darnell 1 which had a mixed reception lol, i will make a blog post about darnell 1 development hell, if it never happens im not real. darnell 2 wont happen, i dont think the new developer has a insane patience to push through it ALL, i literally only continued the game's development for a defunt loved one (shes credited in the credits btw), which midway development came back just to be hurt me, and at the end i finished it mediocrely because 90% of the game was done. darnell 1 wasnt even a game i wanted to make, but at the end of the day, i loved the experience, it was a unique, once in a lifetime, most painful but a satisfying experience and the payoff was worth it, i brought smiles into peoples faces even if the game was mediocre, its better than most palib shit, i wish i could work on darnell 2 but unfortuonally i cannot.

anyways cya ill go relax.

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