New Odyssey² project: Dynamorb
This wizard is under attack by lots of mean evil creatures. What's more he's stuck inside different mazes! His only protection is the Dynamorb, a big ol' orb of force he can summon and hurl at those dumb enemies.
(You'll have to use your imagination a little.)
So I added shooting the Dynamorb into my game. To throw the Dynamorb, you just press Action. I mean, how easier can it get? I had a version, but shooting diagonal was a little wonky, so I fixed it. I tried adding a radar this morning, but I just can't make it work right. That and it uses up precious code space. I don't think the Odyssey² can handle:
- wizard movement
- Dynamorb movement
- enemy movement
- radar screen
all at once. So that means I have to cut the radar screen and hope that works okay. As you can see, there's no enemy yet. Not exactly sure how I should make the enemies appear on screen. I'll have to have a maximum of three on the screen at once due to collision detection. You can't just ask it to seek collision detection to a character because it has to do it for all characters all at once. And I don't know if I can make it so it figures out which character in the maze it collided with and then change its movement. I guess I'll make the enemy appear at the center of the screen (in that long vertical corridor). Having one enemy on the screen will simplify things a lot. And then have the wizard defeat eight of them before it moves to the next screen. I think I'll have the enemies move faster the deeper you get in the game. I have only used around 700 bytes so far, but the code size has doubled by adding the Dynamorb in (you'll notice in yesterday's blog entry I had only used around 350 bytes.)
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