Long time, no update!
It doesn't quite feel like it, but a lot of things have actually been made to the game. Thought, I'd list a few of them.
Each level (consists of several stages) now has branching paths. So at the end of the first stage you
get a choice to go down through a hole or right and continue on the surface.
Each level will have one or more branches like that, giving the game a bit more re-playability, at least.
Boss 1 is now in place, more or less complete. Just need to get the second form of it properly in there.
Each of the stages will have its own, smaller special kind of enemy, not quite bosses, but they need to be defeated just like a boss...and
they have their own music. So I guess they are actually bosses...hmmm.
And after X number of stages (4 or 5) you get to the boss. It's kind of like in Shinobi, you enter a "stage room" that is just for the boss.
I made HSVtoRGB and back function so that I can change each of the values separately. So the backgrounds on level 1 is now all the same, I just change the saturation and hue to get the palette I want.
I can't have just the new palette for the backgrounds since as soon as I do a change to the actual background, the palette color order might change.
Made a small tool that show the background and gives me the ability to change the HSV values.
Also using the effect to fade down the background when doing the "fun with bonus part" to be darker and less saturated.
And speaking of fun with bonus, the end of each stage (before moving to the "shop" screen) is now showing you the different kind of bonuses you can get.
These are gold, time, and jump. Jump is a bonus you get for doing in-air-jump-slash-combos.
(And just as in Shinobi, there is a hidden bonus type, but that is not something we talk about...)
Treasure chests! Yes, we got them. Apart from giving you gold, they are totally useless. Need to place them in more interesting places as well.
Demo coming soon! As a downloadable ROM. Will consist of the first level (4 stages + boss), most likely. Was hoping to have it finished by May 26th. But that's just 9 days away...
The ROM has now hit the 1MB mark! It's a land mark, for sure. It actually means that I'm adding content, doesn't it?
Stef fixed the broken AUTO_SLOW bug in SGDK! Yay, thanks a lot Stef!
I bought myself a 22", heavy as * CRT TV as well! Now I have proper scanlines to look at! Wonderful!
And last, but not least, I've gotten the cover art for the game! Looks just lovely, doesn't it?
I started doing some tests for box insert layouts. Will be quite ok in the end, won't it?