Coded a security bot enemy.
Coded an enemy that jumps towards the player.
Coded a security bot enemy.
Coded an enemy that jumps towards the player.
- Added player projectiles, a melee attack and multiple gravity constants.
- Added room transitions, d-pad activated (up press) script triggers and doors.
- Played SMB2 (SNES) for inspiration.
- Reviewed and rewrote the game's todo list.
- Added semitransparent water.
- Added player projectiles, a melee attack and multiple gravity constants.
- Added room transitions, d-pad activated (up press) script triggers and doors.
- Played SMB2 (SNES) for inspiration.
- Reviewed and rewrote the game's todo list.
- Added semitransparent water.
Added anti-gravity to the base enemy.
Coded an enemy that avoids ledges.
Added anti-gravity to the base enemy.
Coded an enemy that avoids ledges.
Coded a very basic enemy that turns around when it touches a wall.
Coded a very basic enemy that turns around when it touches a wall.
In this example, I'm holding left/right and tapping up/down.
The stacking sliding velocities cause a unwanted speed boost.
In this example, I'm holding left/right and tapping up/down.
The stacking sliding velocities cause a unwanted speed boost.
I thought I could have a polar movement velocity and a cartesian sliding velocity.
The sliding velocity would be decremented by a friction value, which changes based on the entity's state (ie running, on-ice, slow, etc).
Here's an example of ice physics:
I thought I could have a polar movement velocity and a cartesian sliding velocity.
The sliding velocity would be decremented by a friction value, which changes based on the entity's state (ie running, on-ice, slow, etc).
Here's an example of ice physics:
Added global music and global sound-effect volume to my audio driver.
Created a prototype movement demo in rust to test my polar+cartesian movement idea.
Added global music and global sound-effect volume to my audio driver.
Created a prototype movement demo in rust to test my polar+cartesian movement idea.
Added subroutines to sound effects.
Added subroutines to sound effects.
The FIR filter manipulates the echo buffer feedback and can add character to the SNES's echo.
Headphones recommended, the echo FIR filter changes in this example are subtle.
#snesdev #spc700