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Old 09 December 2018, 23:42   #21
DamienD
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Quote:
Originally Posted by spud View Post
I've spent some time writing the generic enemy movement and animation code. Every step forward comes with several steps back with bugfixing as always so I've taken inspiration from McGeezer's debug information read-out he has at the bottom of his screen and written my own. It immediately helped speed up bug fixing so that is great.

I've also moved over to building with vasm/vlink on the PC today which has also increased efficiency.

JVDWhathisname007 has now supplied four sets of enemy sprite graphics which look great.

Suff continues to move at a snails pace but Rome wasn't built in a day apparently.
Nice one spud; keep pushing on and you will get there!!!
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Old 16 January 2019, 19:49   #22
spud
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Thanks for the encouragement DamienD! Single parental responsibilities, work and other activities really cut down the time I have available for getting this done in time. The 1 step forward, 2 steps back nature of coding is beginning to really sap my enthusiasm a little bit, but work continues nevertheless.
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Old 21 January 2019, 02:46   #23
spud
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Hey, I am actually making progress. Might need another year before it is finished though

[ Show youtube player ]

Not much game there yet but lots of fundamental things have been implemented that don't visually amount to much yet.
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Old 21 January 2019, 10:45   #24
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Nice
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Old 21 January 2019, 11:04   #25
LeCaravage
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I didn't expect it -forgive me-. You've got a solid 3D animation construction skill.
The overall ambiance design also is coherent and good, dark, red and vampire.
Very curious to see the final game in action
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Old 21 January 2019, 11:20   #26
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Looks nice...
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Old 21 January 2019, 13:38   #27
spud
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Thank you for the kind words.
@LeCaravage, the graphical design is all down to my good friend and conspirator @Jvdw007
I'm sure he'll be pleased to see your feedback. He doesn't make my life easy with his demands but I think the result is worth it.
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