At this moment progress is slow as vacation, work and kids are interfering a lot.
Maybe using a schedule like I do could help you too?
I've a very demanding job and also many many hobbies(music...coding...electronics...and more)
So in order to do it all I've planned when I do what and how long...
that's why I know I will finish KM3 on time...it's planned out entirely ! And right now I'm even a bit ahead of schedule.....
so got some time to waste...so that's why I'm wasting it here...
Maybe using a schedule like I do could help you too?
I do plan. But my work and kids are unplannable
Another nice feature we are proud of is the fact that all the sprite NPC's (we have also tile based NPC's) have two colour layers, one for the main colour and one for the detail colour with lower priority (normally used for black outline).
MC has normally 3 colour layers (one for detail colour with lower priority - used for black outline).
When the 5th sprite condition occurs, the sprite engine allows flickering only on the details.
If things go worse, the engine keeps only the main layers of MC and NPCs, avoiding flickering.
At worst, the engine keeps only the main layers of MC and NPCs, with flickering.
Moreover the flickering is "almost optimal".
I mean that we use the info on which layer(s) is(are) disappeared in a given frame and we make reappear it(them) just in the following frame.
At each fame, the engine resurrect always one or more hidden sprites.
I know this seems a detail, but in fixed sprite multiplexing or in random sprite multiplexing you can spend many frames before the hidden sprite is shown again.
Add the management of the two two colour layers with different priorities for NPCs and you'll get a not trivial piece of asm.
A small update about MOAM
It will have in game PCM audio (yes, in game, while the action flows!)
It will be real PCM with 8bit per sample, sampled at about 8KHz.
Now we have a replayer able to do mix PSG and SCC for music and sfx
In particular we have:
1) music only : psg+scc
2) music + aysfx : psg for music and sfx, scc for music
3) music + pcm : psg for music and sfx, scc for pcm
Here to have a taste of the PCM player
https://sites.google.com/site/testmsx/Home
(due to an HW flaw the PCM audio will not be perfect on real HW, never the less far better than nothing)
Cool! Hehe, does it shoot orange diamond-shape bullets too?
looking good!
Cool! Hehe, does it shoot orange diamond-shape bullets too?
Huh? Are you refering to the boss of level 1 from Gofer No Yabou: Ep II (nemesis 3)?
This one surely has been an inspiration for many years now. I always wanted to have such an boss. IF I'd ever made a game myself. The AI of this one will be a lot less static. It will move freely and can face left and right. That's why it isn't any bigger.
And for the bullets..... I'm not sure. An eagle shooting bullets is a bit odd. I'd rather see him make some arial attacks. And flapping its wings to make all kinds of thing to fly around.......Or having it pick up rocks and dropping it above the players head.
yes, that remark was based on Nemesis 3 indeed, hence the bullets
wolf, note that size of the two birds is not comparable,
the one in Nemisis III covers 1/4 of the screen, ours stays in a box of 4-6 tiles of side.
Smaller is the picture, harder it becomes to avoid colour clash and add details.