One screenshot, to be exact; but I promised.
This is a pic of the fortress, which uses the palette from Megaman 9's fortress intro.Excuse it's simplicity, but ol' Tesla isn't quite as sophisticated as Wily.I've already made the fortress intro screen (Plays a little tune, shows the level markers, anda path being drawn between the levels, and then fades into the level).Also added a new weapon: A charged weapon similar to your default weapon, but it deals extradamage (And takes ammo).I'm going to release a demo of the fortress real soon, right after I add in some more enemies and complete another boss I had planned (One enemy and One boss doesn't cut it).So, besides that, let me give you another screenshot:OK, I'll just make mention that I'm officially beyond insane. I have successfully remembered all the code required to create a Window, Menu and throw an SFML render window at it too. Seriously, I never thought I would (or want to) remember the Win32 code, but after I started some basic mental exercises…. bleh. Curse memory retention. I also happen to remember the Raycasting algorithm off the top of my head, as well as the way to rotate a point in 3D using trig. The great thing about all this is that I created libraries to remember all this for me.If you failed to note the irony, then >:{Anyway, my new library, mwin.h (And it's associated .cpp), takes the 20 lines of code (30+ if you add in proper debugging of the creation process) that seemed so difficult to remember and stuffs it into a box… Oh, and I wrapped the menu code into a container of sorts. Basically, it uses the name of the menues in a vector to allow easy adding of new menu options, separators, etc.The only downside to the library is that you still need to handle events (Duh), and create a WndProc. Oh wait, another downside is that you still have to call CreateWindow() manually to add new components to a created window (I plan on fixing that).Another library I have been working on (And finally cleaned up and split into respective .cpp and .h files) is mio.h.This is the reason I don't use Python at the moment: Python's only drawcard was it's awesome string handling; specifically split(). Not to mention upper() and lower(). Damned C++ library doesn't even have those >:{Anyway, I implemented my own version of split(), another function called strip() (removes characters as defined), upper() and lower(). Anyway, with that pointless drivel out of the way, let me announce something else:
Broken Italics tags, can you spot them? ;)
Also, I tried editing your picture to include antialiasing just because I could… actually, I couldn't, because there was no intermediate colour between dark grey and black. Blue didn't work, and empty spaces between lines didn't improve the image.So I made this small edit:Can you spot all three differences?Removed the reflection of the rightmost double-pipe.
Added more shadowing under the skull thing.Fixed the distortion on the top left panel's edge.Tabbing between image solves all problems.I still think the base of the building looks very bland palette-wise, compared with the towers.
you have a real chiptune.. thing? that's wicked dude. chiptunes are the shit, i can't believe there are people who don't like them.
I can spot the italics tags >_> Reminder to self: Don't pre-compose blog entries when you can't think straight.
I might get around to improving the fortress a bit after I've actually added some other stuff to the game (I need more enemies, for instance). But thanks for the… advice.@hel, Yeah, I make chiptunes quite regularly. https://8bc.org/members/Ciorin/Though I'm still learning. It's nearly impossible to find any good tips for making chiptune, just criticism.Looks cool, but I'm not sure of what to make of a screenshot of a building and a menu, and not gameplay :D
I did put up a screen or two, but I'm NOT releasing any part of the game until I feel it's worth it. One boss and one enemy is too little; I've spent the last 3 weeks perfecting the player and views.