I am still far away from "final release".. (the source for the port was "alfa" to begin with) but making some progress.Originally Posted by bourbon bot
So far I
1) changed most of the graphics to PNG (there is still one BMP and a couple of jpegs) - this should save alot of space on MS.
2) re-structured the directory structure to allow multiple mods to boot from the same executable. You get a starup menu with the available mods.
3) pre-loaded most of the graphics - which should make the first run smother.
4) fixed (kind of) the pause menu - press [select] during game play. It's still buggy - while you on pause, the game clock keeps ticking, so when you resume - you get a load of enemies at the same time :-)... still it's usefull for bailing out of bad game.
5) introduced some new bugs during the last build... those will have to wait a few days since I left the latest source at work... - the game tends to crush more often.. plus the name entry screen is gone in this build (will fix it later..)
I will not be focusing on creating more levels/bosses at this time - want to fix all the problems with the existing levels first. As to different backgrounds - I'll try to work on that, maybe to setup different options like: no clowds; stars w/o bg - this could be handy on some last stage with lots of enemies since bg rendering take up lots of cpu power; change bg graphics on each level, etc.
Anyway, check the latest unofficial build - still extremely buggy, but it will give you the idea what was changed and how to adjust you mods in the future.(Btw, you can use oggs as your music, but it takes up more cpu then tracker music :-( - could still be used in the menus...)
Bookmarks