This one however was based more on Four swords puzzle system with barely any combat. You go around exploring this maze finding two different kinds of items and using them to interact with the environment to find more items that allow you to get to different places. The bosses were more like puzzles that can kill you. I just added the idea of different skins from playing Spelunky
Yup. I wanted to make a game like Metroid, no rpg elements so everything you find is valuable. However the secrets are money so you can find what you want to find. However I wanted it to have a Castlevania like combat system. Throw in a bit of Zelda inspired puzzles and that basically sums up what I'm going for.
Ok, even though sprite movement has no real restrictions BGGET works off of the 16x16 bg tiles. That's why BGGET(L,X,Y) looks more like BGGET(L,PX/16,PY/16). This is where order is important, if you add 1 to PX before dividing by 16 (by parentheses) you're change the "hitbox". If you add 1 after you're changing the tile
Thanks! To be honest, I'm not a fan of how collision works in this. Sprite collision isn't that bad but bgcollision seems a little iffy. Just remember that for sprite collision, set up a hitbox for each direction so they don't overlap with each other. And give a separate hitbox for taking damage.