Well this is unfortunate. WHERE DID YOUR ROCK GO! Somehow while trying to make the game a little smoother, I disabled enemy attacks that use a seperate sprite. I had big plans for that rock too.
I'm glad you guys are excited for this, I was worried about how the boss room looked. With the combination of the screen size and the graphics size, it ends up as uneven. but it doesn't seem like anybody cared
Well the boss is done so now I only have two projects left to finish before I release the "demo". I'm pushing for Saturday so hopefully I'll have something by then
I love Majora's Mask and how each form played differently. A party system where you can switch between them and have each with slightly different playstyle to mix it up. Maybe even have a special ability to solve puzzles like Paper Mario. It would take some work, but I think it would go over well.
After I'm done with working on the boss I'm going to tweak a few things, then make the rooms for the Earth Fortress. Once I'm done with those 3 projects Ill have a key for the entire Earth Fortress!
So far the enemies are pretty straight forward. Slimes just move around and bees just fly at you. But the golems actually attack you. They'll only throw their rocks at you if they see you though.
Is that a common problem? I don't use the built in function to avoid wasting space in the sprite sheet. I haven't since Petit Computer. I just have two variables, one for a timer, one for the frame and sometimes a string like "0121". When the timer reaches a certain point, it resets and adds to the frame. If the animation needs more then 2 frames, I use the frame variable with mid$()
I have a setup where I set an AI number using spvar when I load a room. Then using for I=_ to _, I check the AI number and turn it into a string. Ex:
SPVAR I,0 OUT AI
R$="@AI"+STR$(AI)
GOSUB R$
From there I just tell it how slimes act