Remake of the original NES game using AppGameKit tier 1.
I've spent most of my recent time building the editor, which let's me draw the map, add/edit caves (which is like 60 or so), and add triggers. Triggers are moveable objects that reveal secret passages. When adding a new cave, you can set whether you need a bomb or the candle to access it.
I'm going to rework how the caves are stored in the game which will cut down on the map's file size.
Here's the editor. Crude and simple, but it gets the job done and beats making updates by hand.
Video clip (nevermind the background music)
When I rewrote this, I simplified the map scrolling a great deal. It worked smoothly and and required much less code. However, I now see why it was more complex originally because now adding the secret zones (access the graveyard) is proving more challenging. I may have to rewrite a map scrolling code.
I already know I can't get this 100% complete by the deadline, but that was never my goal. What I do hope to finish is the entire overworld, as in all weapons/items functional, all caves accessible, and enemies. The dungeons are last on the list and while I might be able to get started, I just won't have the time to build all of them.
Jan 29, 2014
I'm rewriting the cave code because it's becoming too hard to manage in its current state. There are just too many variables that affect the behavior of the cave to condense it all into a single entity.