Saturday, January 28, 2012

Boss rendering

Finally! I got him to render on his host map correctly. It took like a week's worth of screwing around to get everything straightened out with this.

The other ones are not so healthy looking. But they should be close.

Edit: when I say "not so healthy".. here's Spring Beak as an example.

This is just a matter of reading the wrong value as an offset to the sprite construction data. Once I straighten that out, a bunch of these should look good.

Sunday, January 22, 2012

Super Mantis Ant

Found a setting that seems to make bosses move significantly faster.

Friday, January 20, 2012


As it turns out, Mantis Ant and Tropicallo aren't meant to be in the same place at the same time.

Also, I'm working on bosses and other sprite stuff at the moment. Here are Tropicallo's tiles, shown here with the wrong palette. Thanks to Flow and Enker for bits and pieces of the compression algorithm for these things. Now to figure out how they're all strung together into boss sprites.

Friday, January 13, 2012

Wednesday, January 11, 2012

Sprite loading

Working on loading sprites for build 2. They can sort-of display on maps now.

Saturday, January 7, 2012

Map piece filtering

Something I just added - view the map in a particular state by adjusting event flags. These are used to do stuff like this when you step on switches:

Overlapping map pieces

Finally fixed the issue with overlapping map pieces. Most maps should look close to correct now.

..And by "now" I mean the next build.

Build 0106

Some fixes, and a new screen for misc. game engine changes and fixes.

Friday, January 6, 2012

New Board

ACMLM has been kind enough to give me a discussion board for this editor. The proboards one will be discontinued for general discussion, but I'll keep using it for bug tracking.

See for the new board.

Tuesday, January 3, 2012

Monday, January 2, 2012

Build 0105 soon

This will have a lot of new stuff and bugfixes. Probably lots of new bugs too.

Just finished up editing & rewriting for door definitions and "display settings" structure which sets up transparency settings, mosaic, and the map's background color. An example of screwing around with one:

(Map 128 with modified transparency type, mosaic on layer 2, and background color changed to blue)

(Running in ZSnes)

All that's left is to finish the re-write code for composite map stuff, which includes all the tileset/palette/etc settings, trigger/door definitions, and objects. This build might be a little short on object details until I start getting into sprite stuff, which I have planned next.