I’m making progress with Buster Drake, but I’m still hitting up against flash issues. I’m getting there, though!
Yesterday I made a little editor for designing the maps. I’m not strictly sticking to the ASCII limits (technically I’m emulating Mode-X for the sake of having extra vertical screen space), but I do want to keep things feeling as lofi as possible – I could probably get away with using a 256 colour pallete, but I think it might be more fun to stick to the original 16! Here’s a shot of the editor:
I’ve decided to cheat a little for the sake of making progress quickly: instead of tiling the backgrounds I’m just going to create them in this tool and save them as static images – it saves me from having to work out a good way to make tiled backgrounds in flash (for now, at least), and hopefully it’ll be a lot faster too – it may even be smaller than trying to store the bloody things in XML files, since PNG compression is pretty good and there’s only 16 colours in the images. I’ll still have to load in a little external metadata for collisions and backcolours (in order to get the ASCII effect right), though…
Honestly, I want to spend as little time as I can programming this thing. All I really want to do is getting going with the actual game design as soon as possible.
A little about Buster Drake – I actually tried to make almost this exact game way back at the start of the year. I’d been working on that super secret puzzle game for a while and felt like a break. I hadn’t gotten very far with it, but I liked where it was going – but when Ciellus came along I shelved it (along with everything else). I was originally making it with SDL and the Doryen roguelike helper library – here’s how far I got:
You can download it here, if you’re curious! It shows off more or less the same aiming system that I’ve got the in flash version (though with a wider field of view) and also a few other extra things, but I didn’t get as far as even collision between the bullets and enemies, so I never bothered coming back to it…
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