I'm going on vacation soon so here's the latest demo to round of the last weeks of work. Some things are still under construction but then again .. they always are. I'll list the changes since the last demo since most aren't visual. Only for those interested.
Ooh and before I forget. The shading I already showed a screenshot of is not in the demo. It needs some more work (= glitch hunting and altered placement). The anti-fairy at the beginning is also gone. Instead the flying tiles have made a comeback. I improved the collisions between the tiles and solids but I also need to redo some work to get the shield collisions back up to the earlier standard. Finally basic throwing has also been included. You won't believe how long it took me to get it all the way I liked it.
Here is the list of changes:
- Keys no longer respawn if collected
- Doors and switches get reset when exiting a dungeon
- The shadow of items now dissappears along with the item when in another room
- Poking containers is no longer the same as poking a wall
- Death resets the sprite of an equipped bottled fairy
- Added a sword beam
- Redid the pause mode
- Improved the routine of enemies being getting back
- Added 3 more rooms to visit (and some more you can't visit
)
- Updated the collisions between flying tiles and solids
- Cannonballs continue to move from room to room
- Made some alterations to the Link walking through doors
- There are now conditional doors that only open when all enemies are defeated
- You can pick up / walk with / run with / throw containers and bushes
- Altered the way paths, rooms and timelines are referenced in the coding
- When link is hurt he turns transparent instead of invisible
- Enemies turn negative when hit
- Some lettering in the starting menu is now yellow
- Rupees etc now turn transparent before dissappearing
- Fix a whole lot of glitches and what not
For those wanting to help: I'm looking for some feedback on the cannonball puzzle room.
Also I'm still looking for a spriter and a programmer to join the team.