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This happens if I put every 15 different enemies to the same room. At least no one of them is skipping through walls like they used to... There won't be more than 3-4 enemies max per room in the final version, though, this is pure testing.
I implemented simple dialogue boxes. Since the resolution is so small (160x144), the dialogue will be short & compact. And yes, it will be skippable.
(I know, not much a progress, but I'm pretty busy writing my master's thesis right now)
Now you can buy items. I might add a confirmation box that asks if you really want to buy that item. Maybe.
Drawing those propellers took surprising amount of time, but hey, now you know how the palace can be flying!
Next thing to add: gamepad support?
Sometimes I start a project but I lose motivation to finish it. This is one of these projects. The source code is available on Github, though, and there you can also play the prototype:
Some progress. I'll start a devlog once I decide the name for this game (the working title is "A Tower for Memories").
I still don't have too much time to work on this project, but I'm still going to (try to) finish it by Christmas.
I added a new type of portal that will send the player to the final area of the game.
And back to development hell/heaven! Next thing to add: items to the shop, obviously.
(EDIT: and maybe edit those chains, they look a little silly)
Some funky hand-drawn animation. And I really mean hand-drawn animation: I drew the frames on a paper with a pencil and then scanned the result and created the gif.
Night is coming.
Note that "night" is just used to reveal some objects that are required to collect to enter the final area, it's not a distinct game area.
More about it later.
Who would have guessed, making a puzzle game with metroidvania-like progression for MS-DOS with CGA graphics didn't really work, but if you want to try it, see here: https://github.com/jani-nykanen/the-curse-of-cga (see "Releases"; requires DOSBox)
I still had fun, though.
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