Sorry for not updating recently, but, things are still happening. I usually update the AtariAge post for convenience than the page here, but I figured now I may as well try and do it more often.
If you haven’t been keeping track there, new things have been added. First a better title screen, very nice. Has the carrot and things in there now.
Next, the entire engine has been update to allow for multiple colours on the levels and multiple enemies so we can get cool scenes like this where some carrot ghosts are trying to corner Jinny by a spooky tree.
Lastly Jinny’s portrait on the lives screen has been updated, so that it’s now colourful! Very nice right? Beautiful kitty girl in all her colourful glory.
All these changes will be in the next demo that’s coming soon. I just have to polish a few things up and we’ll be good to go!
Carrot Kingdom is still progressing! 😀 In case you’re wondering what’s going on, things are smooth and smarmy. A few things to do before the public demo, but 90% of it is there! 😀
Bankswitching was one of the things I had never done before, (Currently it’s a 16K game) which means that it has 4, 4K banks of game code & data. HUGE right?
It really gives me some freedom to put some of the little bits and pieces of polish that I want in. In case you’re wondering about the internal workings, the banks are currently laid out like so:
Bank 1 – Title Screen/Maybe Dialogue Kernel or something.
Bank 2 – Sidescrolling Engine.
Bank 3 – Boss Engine.
Bank 4 – Scrolling Code and Level Data.
Having almost an entire 4K bank for level data gives me a lot of wiggle room to add a bunch of levels. How many? Eh…I’m not sure yet. I’m going to get to that part after the demo is all done. The demo will have a new unseen area that I can add, because of the newly freed up space. I’m happy to be able to include that little surprise in there. 😉
Here is a video of all the banks all wired together for you enjoyment. New update coming soon! 😀