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PostPosted: Wed Aug 18, 2010 4:24 pm
by BenoitRen
After more procrastination and refining of existing code, I've added a placeholder (PSIV) menu. Yay. You can move between the menu items using the dot, but it moves too fast due to how I programmed it.

But hey, it's progress!

I've also measured how much memory my game occupies. It's taking up 1,1 MB. This is an outrage! It should take up at least 1 GB! (/sarcasm)

PostPosted: Sun Oct 24, 2010 4:54 pm
by BenoitRen
I wanted to try something different, and I made a tiny Sonic demo. Yes, I know the background repeats, and you can only run left and right (no jumping). However, the running physics are true to the Mega Drive originals.

PostPosted: Sun Oct 24, 2010 5:23 pm
by Zucca
If someone tries this (or Ben?), can you post some screenshots?

PostPosted: Mon Oct 25, 2010 10:00 pm
by BenoitRen
Updated to add rolling!

There's nothing to see, you have to experience it.

PostPosted: Wed Oct 27, 2010 9:42 pm
by Edge
Wow... Ben making a fan game up the road. I'da never saw that coming in a million years. VERY NICE!!! Keep up the good work! Everyone! Keep encouraging this behavior to "Keep up Ben's motivation!"

*Cheers you on*

Please fan game, not a remake

PostPosted: Sat Jan 08, 2011 12:08 am
by BenoitRen
I decided to continue work on RPG demo today. I created a MenuWindow class that will create a custom menu window based on the array of strings you pass it. The array of strings as the menu item captions.

The resulting menu window allows you to move the highlight between the buttons, but it doesn't do anything with them. That'll be the job of whatever class that will inherit from it. I haven't worked out the details of how that will work yet, but what I have so far works great!

PostPosted: Mon Jan 17, 2011 5:23 pm
by BenoitRen
Now I've also got a flexible text window. Flexible in that you pass it a large string, and it'll display the text in parts that you cycle through using the space bar. In doing so, it makes sure to not split words in two.