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PostPosted: Wed Oct 26, 2016 1:36 pm 
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Joined: Mon Dec 07, 2009 11:08 am
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Location: USA
Thanks for your input Sumez. For now I have commented out the wall traversal, might make it back in if the gameplay is too flat without it.

Thanks freem, I actually used the MM animation as a study source. :)


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PostPosted: Thu Dec 08, 2016 1:24 pm 
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Location: USA
Update:

* Damping is working with horizontal movement.
* Changed balloons into crystals since it seemed right.

Next up:

* Integrate famitone and create sfx for crystal captures and crystal breaks.
* Implement logic for gathering crystals (like coins in SMB1).
* Implement logic for breaking crystals (happens when Debs dashes through them). Breaking crystals resets Debs dash ability thus allowing for multiples dashes while in the air.

You can see the new movement on my twitter page: https://twitter.com/cacciatc/status/806662957195067393


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PostPosted: Sun Dec 18, 2016 10:47 am 
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Location: USA
Now working on the first level. Here are a couple screenshots:
Attachment:
d1.png
d1.png [ 17.8 KiB | Viewed 317 times ]

Attachment:
d2.png
d2.png [ 23.02 KiB | Viewed 317 times ]


Animated GIFs can be found on my twitter: https://twitter.com/cacciatc/status/810313593967124480

Up next:

* Implement sprite0 HUD.
* Fix a mess of bugs discovered with the level change.
* Add crystal shatter animations.
* Add crystal collect animations?
* Implement death.
* Implement hurt animation and logic.

My goal for the end of December is to have two working levels, then another two in Jan for a total of 4 levels for the final NES 2016 submission.


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PostPosted: Mon Dec 19, 2016 2:31 am 
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Posts: 153
It looks really good. I'm looking forward playing this.

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