Ok, so this is nothing spectacular, but I've been slowly making this thing better over time.
http://youtu.be/_zkp2T92mTg
What's new
- Walking animations for Ninja (framework for all characters to have walk animations)
- A parallax effect and an expanded background. So What I did is take a much larger panoramic photo and resize it into two 320 x 160 bmps. I compress them and load them both to RAM at runtime. I then draw them side by side so it's seamlessly scrolling in the background. The parallax scrolling ratio from the foreground to background is about 7:1.
- The entire background (the square tiles on the floor and railing) are defined through a simple array in my code so I could easily change the level by updating that array. The array is See 14 x 100 ints where each
value refers to the index of a array of 16x16 images.
the "HELLO" spelled in the background is done with this. Rudimentary level editor!
- Mostly behind the scenes refactoring of the "game engine" to make it more robust and extensible, things like the palmtrees are now game objects I can put anywhere I want. Infrastructure there for multiple bad guys if I want. Cleaned up the main game loop.
This is all being done using a single 32X CPU. Genesis 68000 and the second 32 SH2 CPU are in idle loops.
To do:
- I would like to have some parallel processing to make use of the other CPUs using either MD for background or ob1's SuperVDP method to use both 32X CPUs for drawing the images to FB.
- Sound FX + Music - I haven't even tried this.
- Add multiple enemies. Enemies should have a fixed number of lives so you can eventually kill them.
Also because I think stats are cool:
39 text files.
38 unique files.
10 files ignored.
http://cloc.sourceforge.net v 1.53 T=1.0 s (29.0 files/s, 7302.0 lines/s)
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