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snes homebrew: super glider

Started by neen, Sat, 2025 - 02 - 08, 09:15 PM

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neen

we are now capable of Drip https://www.youtube.com/watch?v=AlXWiFhQOUY

it has come up more than once that animating a spritemap with the global timer and simple bitwise math on the pointers is not adequate but i keep doing it anyway.

i need to reorganize the enemy code so that:

/src/enemies.asm
/src/enemies/nameofenemy.asm

and enemies.asm has the main implementation of the system and incsrc individual enemies in order at the bottom. but it will take some work to shuffle these routines around and change all the references to them. so in the meantime, i added headings for the different sections in enemies.asm.

also wrote the initial foil implementation. it only works on enemies, and i might keep it that way.

i have decided that i want to write The Cat from classic glider. overall, the project feels more like glider 4 than pro, so i am once again tempted to switch the art over.

attached: comparison betwixt the "simple room" and stairs from glider 4 and pro

neen

started the graphics for the cat today. this is art by john for the shareware game, originally 1-bit, colorized by me for snes. it's all in snes format now ready to go but the image of cat in place is a mockup because i am too tired to write the spritemaps and stuff

neen

cat needed a rewrite/restructure because the existing enemy stuff only works for really simple enemies (so, most of them work fine)
so, took a break from cat to invent fire