This has taken me most of the weekend (on and off) - writing out logic tables long-handed like it's 1982 again - but I've finally got the Spacies maintaining their rank discipline when you start shooting them

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Fixed the Spacies March - well, nearly, there's one rogue spacie on the bottom row who refuses to stay in step

Discliplinary action will be taken

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Small update - have now (mostly) got this working as Tomohiro Nishikado intended

Need to put in the hack* to make the last invader move more quickly in one direction and, as you shoot them down, it sometimes messes with the sort order - causing them to fall out of rank.

And, yes, I need to set the array up in a nicer order too.

And then I can start to mix it up a bit - new invaders will be dropped in from time to time, and I need to add some actual menace

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Hmm, something's not right :D

Not bad for a first stab mind - the shuffle is there. I just need to work on the turnaround condition

And slow things down a bit - I want to get a visible ripple effect as they move

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I may never actually finish this game, and that's fine by me

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New* enemy type just dropped

* For a very loose definition of the word "new"

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This is coming together - need to work on the balance (and yes, the collisions are still ropy) but all the major elements are in place now

Need to work in some different aliens too, these ones aren't exactly menacing

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That's better
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I think I have some boundary issues as that blue/red bit shouldn't be there, but I've got the beginnings of my Qixspace level in

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More fun with level transitions in #Defenderoids - added a few fireworks when you save any (or all) Lemmanoids

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