No soup

Lots more progress, of course, however no soup. My stomach’s been really grumbly the past couple days, not sure why, but I’ve been really bloated and foul-smelling burpy. Seems to be getting better, though. I just think it’s coders’ withdrawal–haven’t coded as much as I did last week. Regardless, I have got some pretty cool stuff done. I’m nearing around 5000 lines of code, which is kinda freaky and kinda cool at the same time. Guess it just shows how much work has gone into this so far. Anyway, yesterday I implemented a map portal system for edge-based portals and tile-based portals to ‘teleport’ to different maps. The edge ones work by defining a map to switch to if you go beyond the upper, lower, left, or right bounds of the current map, and you appear on the opposite side of the map so it seems as if you’ve traveled to it. For example: We can have a huge field made up of several different maps, and you walk right to go to the next map, left to go to the previous map, etc… Instead of having just one huge map, which would be huge. The tile-based portal system was a bit easier in theory, as it’s basically just when you step on a certain tile you mark in the collision layer it teleports you to the specified X and Y of a selected map. I’ve also done a couple tweaky things to the map editor, but nothing specifically worth mentioning. Just look at the screenshots in the dump below and you’ll get the idea. Next up are NPCs and the sprite editor tab.

Image Dump

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February 11th, 2009 | Posted in Blog |

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