Alright, sorry.
That was something I dont really test to well.
The hearts randomly drop, so I never hit them with the sword, but I did program that functionality.
I just left the 'self' identifier on the wrong variable.
It's fixed now.
@aero88 I really appreciate the feedback! Diagonals actually are not possible in LoZ for the NES. So, I won't be implementing that. Also, right now at this point in the development cycle, I am just working on functionality. I'm going to add little graphical touches as I go along. (If you notice right now, the enemies don't appear from a cloud of smoke like LoZ, either.) AS for the sword bolt, the flashing was just using random RGB values, I colorized it a bit now, but the colors are nothing final.
@theforeshadower I fixed the sword/heart collision now! Lol, I do make silly mistakes sometimes. If you find any more bugs please let me know. Scrolling for me is more of a graphical thing. Plus after playing it on the TLoZ on GBA I have to say not having screen scrolls is cool sometimes. (I may make this feature optional for speed runs and such.) The sword has no animation, in TLoZ it actually slides directly forward maybe a pixel or two and then just vanishes. Also, in TLoZ the sword can be swung that rapidly, I timed them, and I got it pretty close, TLoZ might swing a fraction of a second slower, to be honest. Finally, for the enemies being on the edge of the view, I see that this is a problem. I need to program the enemies to randomly spawn, so when I do that, I'll be keeping them from blocking the hidden side of transitions between rooms.
All in all, thank you guys! 1 bug down! Who knows how many to go!
If you like, download the new alpha!
Hopefully, it's free from critical errors!