if (document.images){stillISJEDI=new Image; playingISJEDI=new Image; stillISJEDI.src = "http://1.bp.blogspot.com/-tD5YMFuRUZA/VEwK2Ye7qJI/AAAAAAAAFkg/pBqwZbP2AZI/s1600/forceanim.png"; playingISJEDI.src= "https://pypebros.wordpress.com/wp-content/uploads/2014/10/f0b6b-forceanims.gif";}jump, twist and roll!That's quite amazing, how I manage to postpone an upgrade of the game engine for days and then have two of them implemented in a couple of hours simply because I used doxygen-on-cybook to brief myself on what's around and what is the … Continue reading GobAnim::isJedi()
Day: October 25, 2014
Automated OAMs management
Over the summer, I crafted plans for managing larger levels, that would use more than 128 hardware sprites (the OAMs in DS parlance) for all the monsters. Some of those plans use the notion of a "Gob Group", that could be used to spawn several objects at once, at level-specific locations by having them statically … Continue reading Automated OAMs management