I'm glad you're excited! It's up to when the publishers finishes their part, the physical formats...I'll release my digital then...they are working hard on it 😊
syntaxerrorsoftware
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Thanks for the update Monte!
I'm using an illegal screen mode for my bit of screen to hide the vertical scroll update too. I think I have my timing incorrect though. I can do full screen scrolling just fine but not with the HUD split. Are you using double buffering like me for the screen ram? What vertical positions are you doing the raster splits at? Maybe we could chat via X or similar?
Awesome! I'd love to know how you are doing the non-scrolling HUD part at the bottom, I'm having trouble doing similar in my game miniMIKE.
I have a raster split, but it's not working properly...
I'm not sure how to do a camera or compensating for sprite to map collisions when the hardware scroll has changed either :( Any tips/hints would be great!
Hi, sorry I meant your attack range is there in the HUD ("circled" in red). The one I mentioned previously is the range from you to the cross-hairs! You can attack any creature within your range in the HUD if in look/attack mode :) If you are in move mode, then melee attack ranges only; 1 square adjacent (N, S, E, W)
Right now, a bow always has the same attack range; 4. You can always see your attack range in the HUD next to the small crosshair character.
Swap between move mode and look/ranged attack modes by holding down the fire button. It's mentioned in the document 😊 hover over an enemy (in range) and it will show a sword in the crosshair... You can then attack with fire button.