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Sunday, January 16, 2000

Well, my computer isn't liking me, so I don't have a screenshot of Rotator. However, development is progressing very smoothly. Currently, the Puzzle Mode works, part of the Elimination Mode works, and the editor is being developed. All of these modes will be fully explained once the game is released. I don't have school at all this week, and I'm hoping to have the game finished by next Sunday. This isn't like the Zelda Demo, which gets pushed back farther and farther. Rotator should be done by next Sunday.

On the note of Zelda, there's a big change coming. Don't expect to see the next demo for a long time. Here's my problem: Developing Zelda over these past eight months has been quite a learning experience for me. I've learned a ton more about programming on the 89 then I ever thought I would be able to do. The problem is, most of the programs that make up Zelda are just hung together by thin strands, if you will. They're just sort of there, they do what they need to do, and that's it. I can't explain it too well, but it's the cause of a lot of slowdown and memory loss. What I plan to do is literally wipe the slate clean of all my programming. I will save all of the graphics, but just start completely over on programming Zelda. But don't worry, it won't take me eight months to do it again. I know what I'm doing this time, and I don't have to figure everything out as I go. This may seem like a major delay, but in the end it'll be well worth it.


Sunday, January 9, 2000

What you see here is the first screenshot of Rotator 89. The game's not finished yet, but the core "engine" is working, and by the end of this week I'll have a level set selector, a puzzle editor, and tons more. One thing that already makes this "version" of Rotator stand out from any others I've worked on, is the dual cursor. You can see in the screenshot, there's two separate cursors, one on the main play area, and the other on the "picture". This helps when you're not sure if the cursor is where you want it. This will also be taken advantage of in the puzzle editor, which will be around by next week.

Happy New Year!

Sunday, January 2, 2000

I've got some good news and some bad news, but it depends on how you look at it. Those of you who are looking for more information on the Zelda Demo, that's the bad news. I have slowed development of it, because I'm working on a way of "re-working" basically the core of the game. It'll involve a lot of work, but in the end it'll be worth it.

However, as my Zelda work will be getting slowed down, I will have more time to work on other games, such as Rotator 89, which is already in the works. I don't have a screenshot of it ready, but by next week, I'll be able to dish out a lot more information on it. I already have something that's unheard of in a BASIC program, and that is variable detection. Once Rotator 89 is completed, it will "scan" the calculator for all the level sets, allowing you to choose which set of puzzles you want to play. More on this next week.