You might wanna test if there's enough free RAM before starting, it crashed on me when i didn't have enough RAM. Also, the menu seems a bit bugged? About is the options menu, Quit is the about menu, and options does nothing. You also spelled CANCEL wrong in the "select pack" screen.Off crashing with no ram is a bad bug that i somehow missed! The bugged menus are probably a result of me making a last minute change and forgetting to change other stuff, and about spelling errors, i have problems spelling ._.
The actual game itself is nice, though i have a suggestion for moving around. I suggest that pressing up/left/down/right move the cursor an entire square, you can have it smooth scroll like it does, so it could scroll 8 pixels and then update the cursor. Right now it's a little awkward to select the right tile at times. All in all it looks really pretty and plays well, though the puzzles are a bit.. easy :PThank you for the feedback :thumbsup: Also the puzzles are easy because they have no thought in them, they were just made to test the engine. :P
Also, do you not have an emulator that can take screenshots (like WabbitEmu)? I can upload some screenshots from an emulator if you'd like (i saw your pictures at ticalc are from a camera).Dude, that would be nice! (and also i need to set up Wabbit sometime :P )
Here's an animated screenshot of the demo:Thanks for the gif, ;)
(http://www.mirari.fr/gtLq)
I figured the puzzles were just to test the demo, though i did spend a while trying in vain to figure out how to solve the last puzzle (level 5) :P
Also, i thought that [del] was supposed to restart the level, but it just seems to bring up a screen with the name of the level. The select level part also changes a bit too quickly, you have to tap left/right quickly to select the next level.
Anyway, it seems like you've basically got everything done, you just need to work on puzzles, right? Is there anything else (maybe other mirror pieces) you plan to add?
Ah, the gif works fine for me here (keeps repeating like normal). And i guess i only tested [del] on the last level since i was trying to figure out how to beat it, so it seemed like it didn't do anything :PI actually tried to implement the cursor like you suggested yesterday but ended up with a system that a)did not work properly; and b)was slow :P
Portals are actually one of the things i had in mind, cool to see you'll be adding those. I'd also suggest making the cursor move to the next tile when pressing an arrow key, i think keeping the cursor in the middle of the screen at all times and then shifting the background 8 pixels in whatever direction would look nice. You can see in the screenshot that there were a couple times where i had trouble selecting the right tile.
Maybe the reason it was slow was because it didn't work properly :PThat wont really work because each loop there are many things that must be done each cycle to make the game tick(ex update lasers{it would look odd if the lasers stopped moving when you moved the cursor}, copy tile map buffers to main draw buffers, draw stuff like cursors and lines around the map, and then flip the grayscale buffers), so yea , it cant be done with just a simple loop :P
Here's my suggestion, then: when you press an arrow key, just repeat that loop 8 times. I'm not sure how this is written in Axe, there's probably a for loop or something. In asm you'd just use djnz. If it feels too slow for you (which it shouldn't, since it should basically be the same as holding down a key, only slightly faster), you could try scrolling two pixels at a time. You'd of course have to redraw the screen after each rotation, though i suppose the grayscale routine takes care of that for you.
Just tested out the new version, the movement is much better in my opinion but still a bit off. Moving up and left seem fine, but moving right and down wait until the screen has finished scrolling to update the cursor's position. I think you should first move the cursor then scroll the screen, like with moving up/left. Though really i think keeping the cursor in the center of the screen at all times would look the best. The portals and the little flip things are pretty cool and make for some nice puzzles. Nice work :)thank you for the motivation :) About curser movment, the wierd down/right curser movment is due to rounding errors. Basicly axe's division rutine always rounds down. Now, originally i had just a circular curser that stayed in the center of the screen, and movment was on a 2*2 grid. (it still is on a 2*2 grid but now 1 keypress scrolls you 2 pixels 4 times). having a circle in the midle of the screen made the selected tile a bit hard to see, so i replaced it with the system you saw in the original upload.