Thursday, October 25, 2012

Almost not October!

Inferno is progressing, even more.  Cleaned up some stuff (Thanks to GuyveR800 @ www.tni.nl for the ideas), skeletons are dancing around, and the player can swing his fist like the mighty warrior he is!


Boom!

Monday, October 22, 2012

More October!

Inferno now has a system worked out for how to put enemies on screen, and I am working on getting it to work properly... right now it can locate enemies, but they don't draw/do anything yet.

It's a start!

It would've went faster, but there were some communication issues with OpenMSX + Debugger.  Took a few days to get that all worked out.   Kind of annoying.



Monday, October 8, 2012

Octoberrrrrrrrrrr!

This past week was a bit slow for Inferno.   I got poison oak, so thinking / working didn't go so well. 

It's pretty clear now.  I was able to get the control bugs all killed, and went in and optimized some parts of the code and cleaned it up some.

Now I will be able to move on to enemies!




In other news:  I just got done tweaking some of the maps for Pyramid Plunder.   Level 4's maps were a bit harsh.




:)

So far, so good.