Level Performance

Greetings all,

I took quite a bit of a break, but now it's time to get back into it. I've been stressing a lot with school lately, so I haven't gotten as much as I wanted done (Ya, more excuses) but I'll get there eventually.

I've been tweaking the way the engine reads/runs levels created with the editor and I believe I've come up with a suitable execution. There won't be any pretty pictures this time since it's difficult to convey, but I'll try to explain what's going on the best that I can.

Rewritting Tile Bytes

For the most part, I mainly focused this week on bug fixing. There's still a lot I need to take care of but I'm hoping to get most of them out of the way by the end of the week. But that's not anything interesting to discuss so I'll skip that.

One of the other things I tried to add was background tiling through objects. It might be a bit difficult to explain what that is, but I'll try.

Value Changing

Pretty sure that I said this recently, but I'm trying to allow the user to do as much as possible without having to rely on MMF2. One way I thought to improve that was to allow for complete value and physics changes straight from the engine itself.

Changes in Build 036: Part 3 (Final)

Sorry this is a few days late, I had a very busy weekend. I'll try not to make a habit of it.

So anyway, we have our damage system in place with a handful of enemies and stage obstacles to enhance gameplay in each level. But now we need an actual level. So I'll talk about one of the more important features I've been working on: the level editor.