Engine update V 0.2.0
DL:
[url=http://jafile.com/uploads/relminator/icarus_v_2_0_0.zip]http://jafile.com/uploads/relminator/icarus_v_2_0_0.zip[/url]
Controls:
[*]A = Jump[*]B = Shoot[*]Left/Right = move[*]Up + B = Shoot Up[*]Down + A = Fall through clouds, etc.
v 0.2.0
[*]Shooting[*] Emulated the way pit collides with the platforms in the original game[*] Removed head collision with the platforms and clouds[*] 3 Map layers (far, base, near) [*] Fall Through Special Tiles like clouds, etc. (Down + A)[*] Explosions[*]
Devs:
AFAIK, the hardest part to code is finished. All I have to do now is to make some
sort of scripting to load levels and rooms. Enemies should not be hard to code.
I've edited the farthest layer of the 3 layer map you sent me. I've put some
stuff in layer 0. You will notice that eventhough the tileset is not darkened, the
resulting DS rendering is darkened by half. I did this so you guys don't have
to make another tileset just for darkening the BG. BTW, they are non-collidable.
Map:
[url=http://jafile.com/uploads/relminator/stage_1-1.zip]http://jafile.com/uploads/relminator/stage_1-1.zip[/url]
We can also add another layer (layer 3) for effects. Like we can make that layer
translucent. Anyone for translucent clouds?
I need all the Pit tiles (walking, crouching, shooting animation, shield and shots)
so that I could finalize the way pit is updated per frame.
AutoFiring Pit(like it is now) or Button Mashing the DS to shoot arrows?
Anyways, how do we call this team. I've put up a placeholder on the binary called
"Team Icarus" in the meantime.
And are the other devs, making something for this project? I've only talked to Rens
So far. Have you guys lost interest?
Some thoughts on the original:
* I've been playing Kid Icarus on my Famicom Disk System, if I'm not in the coding mood,
and this are the things that kept bothering me:
1. Levels in the original are too boring an repetitive (except the horizontal scrolling levels). Very very 80's. We should redo those IMHO.
2. Bosses' AI are crappy. We need to change them.
3. In my game (FDS), there are no passwords, just saves. Should we use save or passwords?
BTW, I can't really be online for more than an hour today. So I'll see you in like two days
over at the gbatemp channel.
Posts merged
Engine update V 0.2.0
DL:
[url=http://jafile.com/uploads/relminator/icarus_v_2_0_0.zip]http://jafile.com/uploads/relminator/icarus_v_2_0_0.zip[/url]
Controls:
[*]A = Jump[*]B = Shoot[*]Left/Right = move[*]Up + B = Shoot Up[*]Down + A = Fall through clouds, etc.
v 0.2.0
[*]Shooting[*] Emulated the way pit collides with the platforms in the original game[*] Removed head collision with the platforms and clouds[*] 3 Map layers (far, base, near) [*] Fall Through Special Tiles like clouds, etc. (Down + A)[*] Explosions[*]
Devs:
AFAIK, the hardest part to code is finished. All I have to do now is to make some
sort of scripting to load levels and rooms. Enemies should not be hard to code.
I've edited the farthest layer of the 3 layer map you sent me. I've put some
stuff in layer 0. You will notice that eventhough the tileset is not darkened, the
resulting DS rendering is darkened by half. I did this so you guys don't have
to make another tileset just for darkening the BG. BTW, they are non-collidable.
Map:
[url=http://jafile.com/uploads/relminator/stage_1-1.zip]http://jafile.com/uploads/relminator/stage_1-1.zip[/url]
We can also add another layer (layer 3) for effects. Like we can make that layer
translucent. Anyone for translucent clouds?
I need all the Pit tiles (walking, crouching, shooting animation, shield and shots)
so that I could finalize the way pit is updated per frame.
AutoFiring Pit(like it is now) or Button Mashing the DS to shoot arrows?
Anyways, how do we call this team. I've put up a placeholder on the binary called
"Team Icarus" in the meantime.
And are the other devs, making something for this project? I've only talked to Rens
So far. Have you guys lost interest?
Some thoughts on the original:
* I've been playing Kid Icarus on my Famicom Disk System, if I'm not in the coding mood,
and this are the things that kept bothering me:
1. Levels in the original are too boring an repetitive (except the horizontal scrolling levels). Very very 80's. We should redo those IMHO.
2. Bosses' AI are crappy. We need to change them.
3. In my game (FDS), there are no passwords, just saves. Should we use save or passwords?
BTW, I can't really be online for more than an hour today. So I'll see you in like two days
over at the gbatemp channel.