Saturday, January 8, 2011
Current State - 50% done
Here's the screenshot I promised last post. I'm clocking it in at 50% finished engine-wise. There's still plenty to do, but a LOT of the tedious work has been set down and optimised (note - scantime at the bottom of the screen ... this is running at an 030 speed, on a stock 000 it just touches the bottom of the score pane).
Things that work:
Scrolling with map and enemy map.
Ship animation and collision
Life graphics in the upper corner
Engine code for static enemies and more.
Some minor setbacks have also come up, like my computer setup crapping out after the move and needing some work - the upshot is I had to reinstall everything.. No big deal at the moment. Working in a virtual machine has some advantages here - having all my Amiga utils, emulator, and setup on a seperate drive I just had a couple of installs and away I went.. It was the easiest part of gettihg things back on track. The downside is that setting up things for the work that actually pays the bills takes a bit longer, cutting down on programming time for this project.
Apart from cosmetic changes, it works fairly well. I'm sure some bugs will crop up when I export it to the actual 2000 for testing (the 2000 suffered some minor damage in the double move, its 030 card is no longer working, but I've rigged it back together so it works fine as an 000 machine - probably for the best so far as testing things goes).
From here there is still plenty of work to do, I've been avoiding double buffering on this project - as I think it SHOULD be able to handle it without it. I hope this doesn't come back to bite me later. I'd like to get the baseline demo version running without it.
An overview of things left to do:
Non-Static enemies (missiles,ufo,meteors)
Score, Stage, Level and Fuel updating
Bullets and Bombs
Considering I pretty much had to do a ground up rewrite starting mid November - if I can get a couple of hours a day solid to put in, it might get done in a couple more months!
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