Three steps forward....two steps back....
I've created several sprite "actions" which are small pieces of code that allow for different monster/platform behaviours. For performance I check to see if the sprites are onscreen (or at least near) before they kick into action. Up to this point it's worked well....however I've discovered that whilst this is fine for many situations, others require the monsters to be locked tightly in sync and because sprites spring to life as they come close to being on-screen, you can't guarantee that they do remain in sync! So I now have to go back and add the ability, where it is useful, to be able to guarantee that they remain locked together timing wise!
Also found that whilst the map editor is great for most edits, adding a large gap in the
middle of a map is not easy! It's not needed a lot but given how much work is involved when you do want a gap added I've decided to code a utility to allow me to do it (and automatically do the other associated secret map and background maps)! So....they're the two steps back. No noticeable progress until I've got those done!
Lastly so I'm not sat
all day and then
all evening I've bought myself a standing desk.
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)