Week #4 update

What I've done this week## Week #4 was a bumper week! Loads of progress was made, especially with the Mad Monks. If you ignore the pre-menu logos, scoreboards and fluff like that, then the game hasn't got too long to go. Once the monk AI is…

Analysis: line tool

What I've thought would quick things to write often turn out to be the opposite. Writing the editor's line tool is a great example. This wasn't particularly difficult, just difficult to get right. I'd finished this months ago and was only recently…

Week #3 update

What I've done since Christmas## Turns out Christmas break was good for The Mad Monks Revenge. Apart from Christmas Day, I didn't really have a break either, I was too obsessed with getting work in on Lode Runner. *Current single-player gameplay*Editor * fixed bug that showed…

Same, but different #2

The more I do on my Mad Monks' Revenge remake, the more I seem to be changing. Don't worry though, the core parts are still the same, nothing to fear there. The parts that I'm changing, apart from the UI and adding new features [https:…

Happy New Year

Over the Christmas break, I've been working on movement. This actually went a lot quicker than I thought it would. * Movement for Jake & Wes is now 100% complete * Numerous small bug fixes - most of these weren't really bugs, rather I just hadn't…

Week #51 update

What I've done this week## Editor### * Replaced the editor line tool I wrote to use Bresenham's line algorithm [http://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm] so it now matches the original (mine was too accurate and highlighted too many cells) New line tool that…

Blasting

One of the main things that make Lode Runner different from other platformers is being able to blast a hole and leap into it. Blast! I thought this would be easy - something I could do quickly and move on to something else. Boy, was I wrong! How does Lode…

Week #50 update

What I've done this week## Editor### * improved the box tool to show the tiles that will be filled in * fixed bug where the active tile and current tool would not be reset when going back and forth between editor and menu * removed the need to create a temporary…