- [done] level maps
- [done] soundtrack
- [done] punch behaviour
- [done] instruction screen
- [done] credits
- [done] game over
- [done] game state display
- [done] one-file packaging
- [done] compute score
- [wish] reward style with 1UPs
- [wish] funghi-applemen interaction
- [done] check "damned-jump" bug disappeared
- [done] mario-compatible jump = A ; punch = B
- [done] try appleassault.nds on real hardware
- [wish] random level ordering
- [done] investigate buggy background screen.
- [done] fix buggy background screen
- [mouais] sound effects
- [done] remove "state xxx !SET" and similar debug message
- [done] remove the "ghost appleman" of level 1
- [wish] home/visitor highscores.
Maybe you find it odd that I claim this is 98% ... 98% of what ? when was 50% when was 0%. I'm not fully sure, of course, but I'd say we started moving towards AppleAssault when applemen started to attack Bilou in the green zone, that is, when I implemented detection of Bilou's position to trigger behaviour change for the applemen.
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