Oh ... I could use a #2024RecapThread, if it's not too late ... January started with plenty of effort on the swimming animation and mechanics for the #ThreeRoomsDemo http://sylvainhb.blogspot.com/2024/01/nager-mieux.html
Oh ... I could use a #2024RecapThread, if it's not too late ... January started with plenty of effort on the swimming animation and mechanics for the #ThreeRoomsDemo http://sylvainhb.blogspot.com/2024/01/nager-mieux.html
February, I've got animated sliding ground completed (http://sylvainhb.blogspot.com/2024/02/sand-waves-completed.html) despite my lime #NintendoDs going broken (http://sylvainhb.blogspot.com/2024/02/ciao-lime.html)
That makes 2 releases by the end of the month: an update of the "ThreeRoomsDemo" and a tools bundle with #SpriteEditorForDS and friends motivated by Nova's interest for my little tools.
@PypeBros I remember both that game and that one dang room - top row, 8th from the left - where the block starts too dang far to the left and it's pretty much impossible.
Still don't know why they made it that way.
@dascandy with precise input and proper timing, you end up being able to go through these with roughly 80% chance of success ... I guess it's just another instance of a developer not realizing how much training it takes to reach the skill level they've achieve while developing their own game.
Hopefully in many case you can simply work your way so that you don't have to face them, but just follow them.
and there we are. December. Haven't turned my DS on much. There are stories to be told about the people I've been following on twitter and what they were doing. Like porting #chasmGame to #snesdev by Lint ...
https://sylvainhb.blogspot.com/2024/12/chasm-pour-super-nes.html