There are still many problems, the worst being a slowly worsening bug (memory leak?) that causes the program to crash, which I have not been able to pinpoint. It crashes Simbuino totally, to the point where reset does not work anymore ... weird.
EDIT: found the crash, it was nothing to do with my code or Simbuino
... some more animation and AI
EDIT: Busy day at the camp ... 30 baddies at once !!
A working options menu (contrast, volume, C back to file loader) and HUD (ammo + life added). Also added some animations.
I am going to have a bit different strategy for contrast & other options in my game library. In all games, contrast, sound and fileloader pop-up window can be called up any time by pressing C. Pressing Up/Down changes contrast, pressing left/right changes volume. There is no SETTINGS.HEX or saving to EEPROM or stuff like that. I find it too confusing.
Super! You game library rocks. The option menu is an excellent idea and the implementation looks awesome. Did I understand that you evoke and ´unevoke´ the menu with C?
erico wrote:Super! Did I understand that you evoke and ´unevoke´ the menu with C?
Thanks for the comments.
No at the moment it does not work like that (evoke/unevoke with C) but I think I have to make it do exactly so, because I found myself trying to click C to open/close the pop-up when I was recording the demo in Simbuino.
The problem is that with using the same key C to open/close I will have to detect if C has been released & introduce some sort of delay to "de-bounce" the C button. I do not have the same kind of button controls as the Gamebuino library. Rodot has built in a lot of intelligence into the button functions to make them easy to program. I have kept everything at bare minimum. But its not a problem, requires just more code.
I hope to have a playable test HEX up by the end of this weekend.
Oh noes... I finally reached the limits of the Gamebuino. I hit the 30kb flash border and now I have to start ripping features out instead of putting them in. And, unfortunately, the pop-up menu and intro have to go. 35 kb of code just doesn't quite fit in anymore.
On the positive side, i am already playing and adjusting difficulty and medikit health amount and such play features. And I can put 40 baddies & streaming music running at the same time...
Better video. Some lag still, but not as bad anymore.
@Skyrunner: sorry, forgot to answer your question.
The problem is that I am running out of program space = too much code. Too much game logic that is to say. Too many rules on how the stuff on the screen should behave. I have to simplify the _game_ not really so much to take out sprites (although I will do that too).
That said, I am already using the technique you suggested, I am streaming 4 megabits from the SD card.