R-Zone 2.0

Well I rewrote the core of the scroller part, so that now instead of resetting the state it’s all contained in one state. There are two tilemaps that I swap out every other level, so that it appears seamless. Basically it means loading up one map when it gets to the edge of the camera, and then when the old map is off camera removing the map (nullifying it), then it can be used for the next time. Nullification and creation are based on the level number, whether it’s even or odd, if it’s odd then it’s tilemap 1, and if even it’s tilemap 2. Works pretty dang well if I do say so myself. So now I’ve got most of the major areas blocked in, there’s nothing there yet though. Also levels 1-2 have only 1 path about a screen’s high worth, levels 3-4 have 2, and levels 5-6 have 3. Should make for some interesting replay. I just got to be able to make sure the user can somehow visibly see the paths he can take, probably by crafting the openings in such a way as it isn’t hard to choose. Anyways next up is actually adding ceiling and floors to varying degrees (up or down)… then I can start on the actual game (enemies as weapons).

If i get any response to this, and you want it, I will post the code later.
Here’s the swf — RZone20_01

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