Author Topic: Kitsune's Curse (Development)  (Read 2111 times)

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Offline ervin

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Re: Kitsune's Curse (Development)
« Reply #50 on: 11:44, 04 November 17 »
This is looking really promising.
I have to say - your pixel skills have come a long way as well. This is a very attractive game, even at this early stage!
My entry for the CPCRetroDev 2017 Competition http://www.cpcwiki.eu/forum/programming/my-cpcretrodev-2017-entry/
FAST line drawing in CPCtelera http://www.cpcwiki.eu/forum/programming/drawing-lines-with-cpctelera-sdcc/
RUNCPC My entry for the CPCRetroDev 2015 Competition http://www.pouet.net/prod.php?which=66566

Offline Gryzor

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Re: Kitsune's Curse (Development)
« Reply #51 on: 13:21, 04 November 17 »
Of course, with doors go keys :)


Looking better and better with each gif!

Offline reidrac

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Re: Kitsune's Curse (Development)
« Reply #52 on: 00:15, 10 November 17 »
Quick update: moving platforms



At this point I think I have implemented the same functionality Golden Tail had; excluding enemies (I only have the "Oni head" for now).

I've been experimenting with the platform movement, but the best I can do is move 2 pixels every other frame, but it looks OK (doesn't it?). Definitely better than moving 1 pixel and having glitches derived of the 2 pixels per byte of mode 0.
Released The Return of Traxtor, Golden Tail and Magica for the CPC.