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I must go find my eyes... they popped out of my head and I can't find 'em 'cause I can't see
Oh yeah, I also have two suggestions for the game thus far. I'm in no position to request anything, but I think:
1) The ruppee sprite should have a little shading (not shown in the most current screenshot)
2) The enemies and characters should have shadows under them. Or at least the ones that bounce, so you can tell where they "actually" are in relation to you on the ground.
(if there was a drool smiley i would use it instead)
I almost had a heart attack, man!!
thats just as good as what I used to play on the original Game Boy(Link's Awakening for all you non-Zelda people)
Once again keep up the good work!!!
girls=time*money
time=money
girls=money*money
money is the root of all evil
girls=(evil^1/2)*(evil^1/2)
girls=(evil^1/2)^2
girls=evil
UBERNESS!!!
I love how when you hit the thingy, it goes into a widescreen movie-like mode, and the edges flash, and the...well, I can't wait for this game to finish.
WOW! It looks really awesome, and not just because of the amazingly smooth and detailed graphics. I see you already have a bunch of items, switches, etc. worked in there. I can't wait to see what's next. Keep 'em coming!
Will you be able to cram this into the RAM (24k)? If you are, are you approaching the code size limit already, do you think it will become a problem to implement all the features you want?
And about these tiles. In the beginning of the screenshot, there are 3 floor tiles that are 90 and 180 degrees rotated versions of the fist floor tile. Do you use some kind of advanced smart mapping technique to save space in these situations?
However, it's going to require around 10,000 bytes of free RAM to hold the animated tile, object, enemy, and overhead arrays as well as the sprite overlay buffer.