Nice! Flows very well.
Dancing Mad Studios
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I get it. My daughter is 14 and once upon a time, she had some interest but now is doing teenage girl things. Although, I think the interest may stick with my son. Time will tell.
Here is one example where he is soldering and building a small portable gaming console: https://twitter.com/pkoutoupis/status/1686018282787115008
Anyway, when you get back into it, I look forward to seeing the updates.
I love this (and the story behind it). I have run out of ideas on what to do with my RPis over here. :-)
Sometimes, a distraction such as a side project like this can be a good thing. I often find kits (like the ones from CircuitMess) to build with my son since he has shown a lot of interest in both electronics and programming. He is 11 and has been soldering for years. He has been programming his own games in Scratch for just as long and only recently started to tinker with Python (to eventually learn PyGame).
A lot of this game related stuff that I do is really to inspire and motivate him. Although, I too am learning as I am going along. My day job is a Linux kernel and file system developer. So, while it involves coding, it is coding in a different way.
Anyway, a break usually helps with the creative juices. So, take that time to recharge.
> Really digging this aesthetic, man!
Thank you! Originally, I was working on an RPG, which I will return back to. I just checked the code into git and will return when the mood strikes. Lately, I have just been feeling this and despite it looking and playing a lot like Castlevania, I will be leaning more towards the Metroid side of things when it comes to certain game mechanics. More specifically, the OG, Super Metroid (the best damn game in the entire universe). 😀
I want to avoid certain RPG elements such as level building and massive item collecting and focus more on obtaining key elements or skills to progress throughout the game. The focus will be on the adventure itself.
I will need to think through the positions piece of it. I can for certain say that the player position is preserved when saving/loading to/from the stack. I just need to verify all of the other actors. My initial thought was to rely on variable flags for enemy status. That way, I have 16 bits to work with and can limit everything to a single local variable. I don’t ever intend on exceeding that number of enemies per scene. And during scene load, it would check against each flag to determine whether to activate the actor or not.
I am working on exactly that right now! That is, using local variables to keep a counter.
Hmmm. I didn’t think about position. I am glad you brought it up. Thank you!
Yes, I am using the stack save/load functions but for some reason it doesn’t maintain the actors’ status. I haven’t drilled deep enough to understand why, yet. Time is my enemy here. 🙃
I wonder if the stack save preserves position. I will try to sort this out during the weekend.
I stumbled upon this project a couple of weeks back and I don’t know if it may be of interest to you: https://bryanrollins.itch.io/advanced-dialog-menu-ver-b-for-gb-studio#comments
You should check out the animated GIFs to see it in action. Maybe this can do some of your heavy lifting with the use of overlays.