Saturday, June 22, 2024

map.poke

I will try to get energy again for DS development. Not that I have dropped any Bilou-related activity, but I would like it to lead to code, and not just sketches. One of the last notes I wrote were about live-patching the map from scripts. That was before going on short vacation and no, I did not have my source code along this times (kids have grown up ;)

I know I've been tempted to dismiss it as "not so important", "low priority", but then I realised: if I want to start working on new controllers like "hanging" or "between", I will likely need special tiles to use them. And if I have to go for a full power- NDS- wifi stick- NUC- emulator cycle every time I need a new tile somewhere, I'll never be done. (proof: it's been two month and I haven't done that a single time).

I already have methods in the FlatWorld class that could take care of updating graphics and physics layers as needed. The thing that has been holding me back so far is the fact that this class isn't reachable from ScriptParser.

But well, things aren't as bad as I thought: GameScript keeps a physWorld reference to the objetct that has the desired interface. We're just one getWorld() call away from being able to implement map patching...

Once I'll have the a tile flagged as "hang here", I'll give a try to a new Hanging state ... Even without fancy swinging animation, it should already take us much closer to the gameplay I want for "dreamland"...

edit: just as I was checking the state of my working folders, I found the old maps I had considered merging into the current demo. So I went on and coded a 'secret exit' special block that could send us to one such old map ... And haven't tried it yet because I of course don't have any block of that type on my map ^^"

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