Oh .. and I also did the #pixelart for the top-of-water-jet sprite (cf. http://sylvainhb.blogspot.com/2024/05/goodboys-geyser-was-here.html ), here animated in #AnimationEditorForDS :) A good sunday for #ndsdev, I'd say ;)

and yeah. Be it whether when defined directly from a script line or when imported from #AnimationEditorForDS, the full 32-bit mask is transferred as-is to the GobArea object. Goedzo.

https://sourceforge.net/p/dsgametools/hg/ci/default/tree/libgeds/source/GameObject.cpp#l708

GamEditorDS / Hg / [7b7b04] /libgeds/source/GameObject.cpp

Got one more box checked before I can release the next #ndsdev demo: Appleman converted to #AnimationEditorForDS

https://sylvainhb.blogspot.com/2024/02/appleman-20.html

Appleman 2.0

Building our dream games from the nineties on NDS. From bits to gameplay.

Adding some swimming animations because the "jump out of water" feature will need a "water-dash" state #gamedev on #nintendods with #AnimationEditorForDS
And by the end of January, I upload a few new animations for Bangbash (still unused) and realise that my #AnimationEditorForDS may do random crashes after saving them ... (https://sylvainhb.blogspot.com/2023/01/how-it-is-bashing.html)
How it is bashing

Building our dream games from the nineties on NDS. From bits to gameplay.

Wanted to redo #BilouGreenZone Appleman with #AnimationEditorForDS, but I've got an issue with the "apply change to all previous/next frames too" buttons. It all ended up messed and unusable.
Memories from an #AnimationEditorForDS #debugging session ... #ndsdev was truly guru meditation this time :P
Wait ... What ? Why would you return from #AnimationEditorForDS 'Save()' after you pushed the first thumbnail ?_?
let's see if I can figure out where this #AnimationEditorForDS bug comes from ...