Quote: "Wow, what a great idea... just a bit frustrating because it just seems to be a question of luck which pixel you hit. Looking forward to play the other curses, good luck."
Thanks
I know what you mean about hitting the right pixel, but to be honest so far I think course 2 is the only course to be annoying in this way as there are a lot of incredibly tough levels in there. Later on (beyond course 3) you have to rely a bit less on accuracy and a bit more on timing so if you found that kind of aiming frustrating, it won't be so bad later on, hopefully
Quote: "yeah good luck. looking forward for it's realease"
Thanks Shadow Heart
The release should hopefully be sometime this summer. Most likely in August.
Quote: "I was watching the picture slideshow, and on the first few slides I was just thinking "yeah yeah looks the same as before and easy enough..." but as the slideshow wore on my reactions changed to this: "OMG lots of work was done on this! What are those red and blue things??? Ahhhh so complex!!!"
I think there is pretty much a new thing on every course, (spiky things, those rotating things, the red and blue cubes etc.). the first screenshots - from very early on - all pretty much look the same, however as you go through the game, there'll be more and more new things and challenges
There are a couple of the new ones that I especially like, although they look exciting.
Quote: "Anyway looks great. If you added textures it would look even greater. Oh, and 64 levels is a REALLY high number . This game will take a loonnnggg time to beat. My game doesn't have nearly as many. How did you make them so fast..."
Now that I think about it, 64 is a big number
And this is only 8 courses (there will be 15 overall). These levels are made with data commands and are then converted into an array so I can easily save them as a .dat file with the project. That's probably the reason why I can make them so quickly
As soon as I come up with a level idea - I can write it down easily in this way:
data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
data 1,0,0,0,0,0,0,0,0,0,0,0,9,0,0,0,9,0,0,0,0,0,0,0,0,0,0,0,0,1
data 0,0,0,0,0,0,0,0,0,0,0,0,9,0,0,0,9,0,0,0,0,0,0,0,0,0,0,0,0,1
data 0,0,0,0,0,0,0,0,0,0,0,0,9,0,0,0,9,0,0,0,0,0,0,0,0,0,0,0,0,1
data 0,0,0,0,0,0,0,0,0,0,0,0,9,0,0,0,9,0,0,0,0,0,0,0,0,0,0,0,0,1
data 0,0,0,0,0,0,0,0,0,0,0,0,9,0,0,0,9,0,0,0,0,0,0,0,0,0,0,0,0,1
data 0,0,0,0,0,0,0,0,0,0,0,0,9,0,0,0,9,0,0,0,0,0,0,0,0,0,0,0,0,1
data 0,0,0,0,0,0,0,0,0,0,0,0,9,0,0,0,9,0,0,0,0,0,0,0,0,0,0,0,0,1
data 0,0,9,9,9,9,9,9,9,9,9,9,9,0,0,0,9,9,9,9,9,9,9,9,9,9,9,9,9,1
data 0,0,0,0,0,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,0,0,20,0,0,0,0,0,0,0
data 0,0,0,0,0,19,0,0,0,0,0,0,8,0,14,0,0,0,0,0,0,0,20,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,0,0,20,0,0,0,0,0,0,0
data 0,0,9,9,9,9,9,9,9,9,9,9,9,12,12,12,9,9,9,9,9,9,9,9,9,9,9,9,9,1
data 0,0,0,0,0,0,0,0,0,0,0,0,9,0,0,0,9,0,0,0,0,0,0,0,0,0,0,0,0,1
data 0,0,0,0,0,0,0,0,0,0,0,0,9,0,0,0,9,0,0,0,0,0,0,0,0,0,0,0,0,1
data 0,0,0,0,0,0,0,0,0,0,0,0,9,0,0,0,9,0,0,0,0,0,0,0,0,0,0,0,0,1
data 0,0,0,0,0,0,0,0,0,0,0,0,9,0,0,0,9,0,0,0,0,0,0,0,0,0,0,0,0,1
data 0,0,0,0,0,0,0,0,0,0,0,0,9,0,0,0,9,0,0,0,0,0,0,0,0,0,0,0,0,1
data 1,0,0,0,0,0,0,0,0,0,0,0,9,0,0,0,9,0,0,0,0,0,0,0,0,0,0,0,0,1
data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
Then it's made into a .dat file and it can then be loaded and made into a level by the program. And that can happen in as little as 5-10 minutes. So I guess it's all to do with the way I have chosen to make the levels.
Anyway, I sort of rambled on just there. Texture wise, would it be better to keep the games surrent "retro" feel - with black, white, blue and red shapes or would textures and other graphical effects be the way to go. If I choose textures I have a good idea of what to do