Tags: Freedroid
The <a href="http://freedroid.sourceforge.net/">Freedroid</a> project has posted their weekly update on what's going on with the C64 classic remade, complete with the CRPG version of the game. Here's what's new:
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<ul><li>New floor tile graphics and obstacle graphics, thanks to .b</li><li><b>MAJOR CHANGE:</b> Add console obstacles, cave wall obstacles, chest obstacles, wall obstacles, refresh obstacles, teleporter obstacles, door obstacles, locked door obstacles, autogun obstacles and block obstacles. These will be generated automatically out of old 2d map info.</li><li>Autogun and door obstacles are working like corresponding 2d map tiles now.</li><li>Collision handling is now based on obstacles, not on 2d map info any more.</li><li>Security against bad collision detection in case of low framerates added.</li><li>Blitting order will now respect visiblility, well almost, there is still a bug with the enemies in there </li><li>Submitted bug fixed: sound effects now consistently play at the right volume.</li><li>Submitted bug fixed: 0 selection in shop/chest interaction will not lead to wrong results.</li><li>Submitted bug fixed: possible segfault cause.</li><li>Towners now turn hostile as a whole group when one is attacked.</li><li>Positioning of blasts now correct 'iso' position.</li><li>Bullets from autoguns and enemies have right 'iso' direction now.</li><li>More bugs fixed.</li></ul>
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They still haven't posted screenshots of the <i>isometric</i> version yet, but at least they're making progress on it!
The <a href="http://freedroid.sourceforge.net/">Freedroid</a> project has posted their weekly update on what's going on with the C64 classic remade, complete with the CRPG version of the game. Here's what's new:
<br>
<br>
<ul><li>New floor tile graphics and obstacle graphics, thanks to .b</li><li><b>MAJOR CHANGE:</b> Add console obstacles, cave wall obstacles, chest obstacles, wall obstacles, refresh obstacles, teleporter obstacles, door obstacles, locked door obstacles, autogun obstacles and block obstacles. These will be generated automatically out of old 2d map info.</li><li>Autogun and door obstacles are working like corresponding 2d map tiles now.</li><li>Collision handling is now based on obstacles, not on 2d map info any more.</li><li>Security against bad collision detection in case of low framerates added.</li><li>Blitting order will now respect visiblility, well almost, there is still a bug with the enemies in there </li><li>Submitted bug fixed: sound effects now consistently play at the right volume.</li><li>Submitted bug fixed: 0 selection in shop/chest interaction will not lead to wrong results.</li><li>Submitted bug fixed: possible segfault cause.</li><li>Towners now turn hostile as a whole group when one is attacked.</li><li>Positioning of blasts now correct 'iso' position.</li><li>Bullets from autoguns and enemies have right 'iso' direction now.</li><li>More bugs fixed.</li></ul>
<br>
<br>
They still haven't posted screenshots of the <i>isometric</i> version yet, but at least they're making progress on it!