I progressed more than expected and already done more than my goal for the compo.
What's new in ALPHA-5:
- Implement the missing moves
- Fix the bug causing characters to get stuck between the stage and the bottom blast line.
- Fix the crash caused by partially entered Konami code
- Flip animations on the fly instead of storing it in double
I'd like to discuss the animation flipping. It seems trivial at first, just set the sprite attribute to flip horizontally and, maybe, move a little the sprites themselves. While not a lot more hard, it was interesting to realize that the main character is actually a 3D model made of voxels!
The character is indeed an orc holding a big scimitar in its left hand. Simply mirroring horizontally a frame would result in making him hold the scimitar in the right hand. So depth is quite important here, when the orc is watching left, the scimitar must be foreground and when he is watching right, the scimitar must be background. This distinction is not limited to foreground/background, but technically there is one layer by sprite drawn on top of another. So, we can consider each sprite drawn on top of another a layers of voxel, as illustrated here:
All this to make a stupid point: our favourite PPU is a 3D voxel engine!
Anyway, it may be actually useful to simulate 3D by taking inspiration on techniques like this one