Okay, may as well give another quick update.
Just been working on some ASM code for this game, mostly for blocks and stuff.
This includes remade net blocks which can be passed through based on whether you're in front or behind a climbing net, plus the switch status.
And remade ghost ship blocks that now work with the Vanish Cap/Invisible Powerup sprite found here:https://www.smwcentral.net/?p=section&a=details&id=24495
Might try and remake the Metal Cap using that a base too.
But yeah, no new screens yet, sorry.
February 21, 2021, 06:25:07 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh hey, actual design updates.World 1 Castle
Seems fairly standard so far...
But you eventually come across this locked door. You'll obviously need to find a key (not that doing so is very hard in this level).
You'll later come across bricks that Thwomps can smash through...
Including some that take out the platform you were going to use. Guess that makes it a tad tougher now...
After a simple puzzle involving a POW, a locked door and a Thwomp, you get here, where you have to quickly race under these Thwomps (there is way more than enough time).
Bowser Statues debut here. The next one needs to be used to cross a lava pit, but it's initially too high. What to do? Wait, the Thwomp near it will smash the bricks, and drop it to a lower level!
Yes, still using that Brutal Mario esque XanBie boss from the other demo. Eh, it works, and for the most part the early bosses in this game are not going to be coded from scratch anyway.Vanish Cap Vessel
Oh hey, a ghost ship!
Hmm, how do I get past this fence?
Oh I can go and get a Vanish Cap (from Mario 64) and use that to pass the grate (and avoid enemies). It does have a flickering effect, but you can't see it in a still picture.
The weird blocks are unpassable with said item, which is another mechanic. So you have to know when to use the Vanish Cap and where to go with it.
Either way, eventually you'll reach a wall with no clear path forward. Go back and fall down any pit (there will likely be a visual cue for this)...
And you arrive at the second level of the ship, with a tide that goes up and down (and eventually a Boss Bass that uses said tide).
That's the other major 'gimmick'. There are three floors (dry, partially flooded and completely flooded), and the only way to make progress on each is to go to the other floors and go back and forth to bypass obstacles. As you can imagine, it gets... fairly complicated. Good luck finding the secret exit!