Most recent stablish build. In this version, hitstun against enemies is disabled, enemy damage (but not HP) is scaled to player level, and you also get a game over screen as soon as the player dies, even if other pets/NPCs are still alive (this doesn'tmake the game harder, it just lets you start a fight over immediately instead of having to watch the NPCs and AI fight while waiting to respawn, which is boring).
The game has some well known AI problems, and I think a lot of them stem from the enemy animations taking too long to execute -- basically by the time any given enemy action animation is completed, the player can have moved to the other side of the screen, so the enemy AI has to spend all of its time re-adjusting instead of acting.
So, speed up enemy actions, let them move a little further when they move, and make the player only move about half as far as they do with each step are all eventual goals. Speeding up the enemy is the first thing I'm working on.
That being said, if anyone else has advice on how to speed up the enemy actions, I'm open for suggestions -- it's just that, from what I've seen, enemy action length is timed to the number of frames in their attack/move/idle animations, which is in turn based on the, er, internal clock/framelimiter thingy I was talking about in my original post.
Also, for the record, I've written games in C++ before -- but they were all turn-based affairs with minimalist animation, so I'm not that experienced with how properly real-time games function in this aspect.
Oh, one idea I had:
I can probably find the sprite sheet for one of the enemies I'm dealing with, see where it's loaded in memory during combat, and check for any reads from memory addresses in that range during combat as well. I think what I want to do is alter the code that handles the logic for moving onto the next frame, and NOT the rendering code.