Ok - here is the video for week 9. Only real updates are the random (buggy) drops and the weapons (4 of 5). This is the full 2 stages from start to finish. Still a few bugs to squish but only minor ones. I managed to get around 10 annoying ones before I did this video. You can see just how not random the random drops are. Nothing at all for ages and then the stupid first weapon keeps showing up. There should be tons of gold drops but their arent. This also changes every time you play the game...wtf.
Thanks! I'm hoping to get a demo up after a little bit. It's still too buggy and missing too much even from these two stages.
I keep thinking up little background bits to add (more trees and a busted up wagon in the forest stage for example). Once I'm around 99% happy with these two stages I'll release a demo for everyone to try. I also noticed upon messing with the scroll rate in the forest level I've dropped the clouds off the bottom of the screen where the ghost flies out of the grave - and covered the hole up as well when messing with the layers...
I'll probably release the demo without the first stage, there is at least a month and a half if not two months of work to do with that as it wont run on the same platform engine for the most part.
Here are some screen grabs of the latest build. New bats, new ghosts (now banshees), new trees, hidden chests full of treasure, and a bunch of new BG art in the cemetary section. I will post my usual video but other than this stuff, it's been mostly bug fixes this week.
Here's a sneak peek at the crab boss - he's fully programed but missing eye movement and mouth movement... if he even really needs it. He's not programmed to attack yet but he will be by the time I post a full boss battle sunday night :D
Here is the boss fight. Not 100% yet but he's getting there. Lots of bugs, no cinematic timing etc. If anyone has coded a boss like thing with multiple timed attacks, I could use a little imput! Thanks!!