Walk through, sprite changes, enemy fire, HUD, and more rooms


A lot has changed since October 1st. On the 1st you could walk around the first level, pick up the mystery prize, shoot the spiral drone, and walk into the second level... but not much more.

On October 6th I changed things so that the first room is actually the entire first "black" level. The black level consists of many rooms. I've populated quite a few of the rooms with monsters, mystery treasures, and the odd extra life potion. On the 7th I changed the map up so that it doesn't follow the original map, which had some extremely long hallways. I found that I also needed to create a HUD (Heads Up Display) for the scores and the lives, as the shift in how I was laying out the levels, and movement, didn't allow for how I originally set up the score display.

Because of the switch to the larger map there was a game-breaking bug that caused the game to crash (black screen) in certain spots. I believe I've fixed this now.

You still cannot pick up keys or unlock locks, but you can shoot enemies, and some of them fire back at you. For the moment the enemies are static, they don't move. I've been working on movement for the spiral drone, but movement is a bit tricky with tilesets. In the past most games using this engine tended to use objects, rather than tilesets, for walls. I've managed to figure out player movement and collisions with tilesets, but the enemy automated movement is a bit more tricky, and needs a bit more thought.

For now this is a big level that can be walked through.

I am planning on adding firing in 8 directions, rather than 4. Currently enemies can fire in all directions, so the game is a bit unfair... but then again they don't move at the moment.

Get Sumash

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