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.
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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.