Super Giuseppe 35
After hours and hours of working on code (with breaks, of course.) I present a beginning of level 3 of Super Giuseppe! The hard part was figuring out how to make the borders work. After telling myself I'm going to quit the project altogether because it was too hard, I got an idea. Instead of making the borders decide what happens to him, I'd let Giuseppe's y position do it instead. After I got the borders to work, the next part was how to make the hole work. This took at least a few hours because of the way the Odyssey2 programs collision detection. I had to figure out a way to make it so that when you touch the hole (it is a sprite the same color as the background), what I want to have happen happen. So I made the fish bigger. I haven't decided yet what to do with him. In earlier versions he chases after Giuseppe, but since I've messed up my code something awful just to make it work, I don't know. But you know what Yogi Berra said: "If it ain't broke, don't fix it." So what I need to do now is figure out how to program the fish and program where the hole shows up (i.e. level design.) Hopefully this won't take up 1,024 bytes (I think I've used about 700 bytes for this so far.) And level 4 is the castle. It will be similar to level 1 except the background will be red and the floor will be black (gray). And then Fido shows up at the end and you have to get past him to reach the princess and the end. I'm going to make it say "THE END" at the end. So anyway, here's a picture of what I have for level 3 so far.
4 Comments
Recommended Comments