Exploring game design and boldly coding games (#BilouSchoolRush, #BilouDreamLand) and tools (#SpriteEditorForDS, #AnimEditorForDS) on #NintendoDS.
https://sylvainhb.blogspot.com/
blog | https://sylvainhb.blogspot.com |
Exploring game design and boldly coding games (#BilouSchoolRush, #BilouDreamLand) and tools (#SpriteEditorForDS, #AnimEditorForDS) on #NintendoDS.
https://sylvainhb.blogspot.com/
blog | https://sylvainhb.blogspot.com |
a blueterfly pointed me to https://lemmings.info/pds-programmers-development-system/
nice to see some more blogging from Mike Dailly ... and there is sure more interesting stuff to #booxread there ...
Back when I was writing Ballistix for DMA Design; my first game, I started on the C64 using Laser Genius, an Assembler on the machine itself. This was a great assembler, and I wrote a lot of cool things with it, including the “basics” of the game Ballistix. This included the scrolling, and the multiplexor. […]
Does plain #emacs support newlines in query-replace arguments ?
[v] yes it does ^_^
(it evens makes it more user-friendly by expanding the size of the bottom field so you still your whole selection rather than just what came after the last newline ^^")
There! Proper handling of "collide only if attached" means I can immediately zip to the door output's position as soon as we're near it.
(it could use an alternate "tracking" system that dampens move rather than overshooting and turning back)
promoted #ScreenshotSaturday
The in-game inspector has functions to interrupt/report collisions. I set a breakpoint there so and trace my way until I see the door-to-hero collision reported.
oh, and then do it again from scratch because I used the wrong script for the hero ^^"