The many changes
I got sidetracked to this one feature and ended up doing:
Optimization + changes to the jump mechanic (W.I.P)
The jump mechanic always had a flaw where if you charged the jump while falling, the game would lagg A LOT.
The only positive I saw to this slow down is the possibility of it being helpful at giving more reaction time at where you're about to fall, but this "slow down" was far worse in the DMG version of the game making it almost unplayable (I could limit this game to only the gameboy colour and not worry too much about perfomance but I don't want that to be the case for this first game for a variety of reasons.)
Now I tried to optimize it, it now laggs less but at the cost of a thing: being able to instantly star jump once you reached the ground if you charged it midair.
After the optimization, now it works differently: charging it won't make you instantly jump once you reach the ground, instead the meter "freezes" until you press B again on the ground!I'll still try to revert this while keeping the optimization, but if I don't then I don't think it will be much of an issue since this gameplay style also works (it was actually like this on previous builds!)
Changes to the new enemy bop feature!
Here's the feature before for comparasion.
This feature now only activates if you bop into an enemy while holding the
down arrow, if you don't then you just jump over it normally like before.I also tried doing some slight adjustements (that ended up becoming a death battle of game crashing bugs).
Enemy despawning
Many gameboy games did it to save memory or something like that, but here I didn't really have that option (as far as I'm aware of, this engine always holds so many surprises...), so instead I had to rely on many terrible workarounds (that also resulted in a death battle of bugs).
I wanted them to despawn because these enemies could be used as a "support" for certain platforming sections, and if in case the player accidentally kills it at the wrong moment, they can just walk a bit, go back and repeat without having to restart the level (which there is no option to do that either
)I actually planned in adding this way before, but I can't remember if I actually tried implementing it at the time.
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