Ok, I've been having this wicked cough and stuffed up nose/runny nose system that's been pissing me off all week long. Today... seems a bit better... at the very least full blown coughing fits aren't common.
Either way I decided to take this week off from work as vacation so I don't need to be making a long walk to work each day which might be part of why it's taking so long to get it under wraps. :/
But anyway, since I'm not feeling like total crap (and never was beyond the above two symptoms) I think I'm going to try to work on the 7800Basic some more. I've been rather lax with it since this started.
I'll just make three main goals to complete for next weekend.
1. Start making some tiles I can use in the final game. (Granted it may change from now to then, but I'll use these as I test) I could either work on overworld tiles, or town/etc type tiles.
2. Since I got my horizontal scrolling to work smoothly I wanted to alter it to make it more usable. Right now the player is locked to the center of the screen. And while I want the system to center the player whenever possible, I want the player to move to the sides of the screen when the edges of the map are reached. This is also needed for allowing fixed-point movement. Where the player can move faster or slower than one pixel per frame. The current setup doesn't allow for it, particularly for going faster than 1 pixel per frame. This is the BIG thing. Conceptually I think I already have it worked out though...
3. Solid tiles. IE: make it so that certain tiles can stop the player from moving on to it. Walls, closed doors, water, etc, are all examples of that for exploration maps. For overworlds, you'd have mountains, ocean/lakes/etc
I still haven't quite decided if I want to attempt 320-resolution modes or not. The color limitations are pretty staggering. Looking at the 7800Basic documentation, it is possible to split the screen so that the top and bottom (programmer determined) are split modes. One is 320, the other 160. I'll DEFINITELY be making use of that for some things, particularly speech balloons. Might see about doing that for a status screen as well, where information is more important than flashy colors...
Well, there's lots of things I plan on doing for the game, and I'm sure I'll write notes down for a lot of it as I go, but this week if I can manage the above three things I'll consider the week a complete success.
Either way I decided to take this week off from work as vacation so I don't need to be making a long walk to work each day which might be part of why it's taking so long to get it under wraps. :/
But anyway, since I'm not feeling like total crap (and never was beyond the above two symptoms) I think I'm going to try to work on the 7800Basic some more. I've been rather lax with it since this started.
I'll just make three main goals to complete for next weekend.
1. Start making some tiles I can use in the final game. (Granted it may change from now to then, but I'll use these as I test) I could either work on overworld tiles, or town/etc type tiles.
2. Since I got my horizontal scrolling to work smoothly I wanted to alter it to make it more usable. Right now the player is locked to the center of the screen. And while I want the system to center the player whenever possible, I want the player to move to the sides of the screen when the edges of the map are reached. This is also needed for allowing fixed-point movement. Where the player can move faster or slower than one pixel per frame. The current setup doesn't allow for it, particularly for going faster than 1 pixel per frame. This is the BIG thing. Conceptually I think I already have it worked out though...
3. Solid tiles. IE: make it so that certain tiles can stop the player from moving on to it. Walls, closed doors, water, etc, are all examples of that for exploration maps. For overworlds, you'd have mountains, ocean/lakes/etc
I still haven't quite decided if I want to attempt 320-resolution modes or not. The color limitations are pretty staggering. Looking at the 7800Basic documentation, it is possible to split the screen so that the top and bottom (programmer determined) are split modes. One is 320, the other 160. I'll DEFINITELY be making use of that for some things, particularly speech balloons. Might see about doing that for a status screen as well, where information is more important than flashy colors...
Well, there's lots of things I plan on doing for the game, and I'm sure I'll write notes down for a lot of it as I go, but this week if I can manage the above three things I'll consider the week a complete success.