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Jul 3rd, 2021
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  1. REM SORT OF CHAT
  2.  
  3. REM SP4CEBAR: I'VE ADDED 6 ITEMS, A SWORD, ARMOR, A SHIELD, A POWER-UP, A JETPACK, AND A PLAYER-CLONE THING
  4. REM SP4CEBAR: THE SWORD HAS A SWING ANIMATION CHARACTER (ITEM-USAGE CODE DOESN'T EXIST YET)
  5. REM SP4CEBAR: THERE ARE 12 ITEM SPRITES, 10-15 ARE ITEMS IN THE MAP, 16-21 ARE EQUIPPED SPRITES, I HAD TO DO THIS TO KEEP SPRITE HIT FROM DETECTING AN EQUIPPED ITEM AS AN ITEM TO PICK-UP
  6. REM SP4CEBAR: THE ITEMS ARE CURRENTLY BEHIND THE PLAYER ALTHOUGH THEY SHOULD BE IN FRONT OF IT, SO THE PLAYER SPRITE NUMBER (WHICH IS 1) SHOULD BE REPLACED WITH A HIGHER SPRITE NUMBER (22 OR MORE)
  7. REM SP4CEBAR: DO WE NEED A PROJECTILES ARRAY? (WHICH COULD HAVE: ID,X,Y,DX, AND DY)
  8. REM SP4CEBAR: I'VE ADDED LASERS THAT COULD BE PLACED INSIDE THE MAP
  9. REM CODE WILL DETECT THEM AND TURN THEM ON OR OFF DEPENDING ON A TIMER OR BUTTON
  10. REM THE LASERS CAN BE ANIMATED BY REPEATEDLY FLIPPING THEM VERTICALLY
  11. REM I RAN OUT OF TIME TO WRITE THE CODE FOR THE LASERS
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  13. REM DAN: I SHOULD HAVE ADDED THE JUMPING WHILE THE PLAYER WAS DRIVEN WITH ARRAYS, NOW I HAVE REWRITTEN THE CODE 2 TIMES BEFORE I DECIDED TO USE SOMEONE ELSES CODE FOR THE PLATFORMER, AND IT IS FROM HERE: HTTPS://WWW.INFINITELIMIT.NET/ARTICLE/SIMPLE-PLATFORMER-TIC-80
  14. REM G-9: CHANGED GRAVITY TO MATCH IRL GRAVITY, NOW PLAYER CAN JUMP 3 CELLS UP. ALSO MADE THE JETPACK WORK. MADE LEVEL 2. ADDED SMB MUSIC THEME
  15. REM DAN: ITEMS NOW SPAWN WITHIN THE MAP AND NOT ON THE TILES!, GRAVITY (FALLING SPEED IS NOW LIMITED), PLAYER CAN'T GO OFFSCREEN.
  16. REM G-9: I DID SOME UPDATES, ADDING TWO LABELS. PLACED ARRAYS INITIALISATION ATOP. ADDED SPIKES.ADDED A LITTLE ANIMATION FOR THE SWORD.ADDED SCORE AND LIVES
  17. REM DAN: ADDED PAUSE MENUE: TURN SOUND/MUSIC ON/OFF (USE SND AND MUS VARIABLES FOR IT). INCREASED LASER VARIABLE TO 4,2. ADDED LEVELPAL VARIABLE TO LEVELS, TO CHANGE THE COLOR OF THE TILES ! ADDED LEVEL RANGE CHECK. CHANGED THE PLAYER SIZE TO 6.5 NOW IT SEEM THAT THE PLAYER DOES NOT GET STUCK.
  18. REM DAN: ADDED @ CHAR FOR PLAYER SPAWN POSITION, ADDED A FALLBACK COORDINATE IF NO @ IS FOUND ON THE MAP. ADDED $ AS DIAMONDS, DRAWN A SLIMY MONSTER FOR TESTING, ADDED A DESTRUCTIBLE TILE (+) AND DRAWN A DOOR
  19. REM DAN: ADDED A SOUNDS SUB, TO EASIER TURN ON/OFF SOUNDS. DEFINE ALL SOUNDS IN THERE, USE A FREE NUMBER, THEN CALL SOUNDS(3) TO PLAY IT. ADDED SWORD FUNCTIONS FOR THE DESTRUCTIBLE TILE, HOLD UP/DOWN AND PRESS THE BUTTON TO REMOVE THE TILES FROM TOP/BOTTOM, OR FIREBUTTON FACING THE TILE.
  20. REM DAN: SHORTENED THE CODE FOR SWORD HANDLING. DESTRUCTIBLE BLOCKS NOW OCCASIONALLY LEAVE A GEM. THE SHIELD NOW BLOCKS THE LASERS, THE ARMOR BLOCKS SPIKES. THE MAP SHOULD REDRAW NOW PROPERLY AFTER PAUSE MENUE.
  21. REM DAN: FIXED THE HIDDEN TILE BUG. ADDED A PURPLE DIAMOND IMG WHICH SPAWNS RARELY AT THE DESTROYABLE BLOCK, DRAWN A KEY. ADDED KEY AND DOOR TO THE MAP. PICKUP THE KEY AND HIT THE DOOR TO CHANGE LEVELS.
  22. REM DAN: ADDED HEART AS ! AND A VERY RARE HEART SPAWN, INSTEAD OF PURPLE DIAMOND, HEART GIVES 1+ LIFE. CHANGED DOOR TO POS 90. DOOR IS NOW WALK THROUGH AND DO NOT NEED TO BE HIT WITH THE SWORD. CHANGED THE SCORING A BIT. LEVELS NOW CYCLE TO 1 AFTER THE HIGHEST LEVEL IS REACHED, ADDED 2 IMAGE VARIATION FOR THE DESTRUCTIBLE TILE
  23. REM DAN: ADDED SHIELD CODE AND TIMING, ADDED ALTERNATING SCORE/LEVEL DISPLAY, ADDED EMPTY TEMPLATE FOR 37 LEVELS
  24. REM DAN: CHANGED LASER FIRING CODE, THEY NOW TRIGGER ONE AFTER ANOTHER. INCREASED LASER COUNT TO 16, ADDED CODE TO IGNORE LASER ON THE MAP IF LASERMAX IS REACHED. MODIFIED THE SHIELDING ANIMATION, BLINKING IS NOW BETTER NOTICEABLE.
  25. REM DAN: ADDED SAVING TO THE PERSISTENT STORAGE, ADDED 5 COLORED DOORS (0-4) AND KEYS (5-9), ADDED INFO DISPLAY FOR THE COLORED KEYS
  26. REM DAN: ADDED FEW LEVLS, FIXED LASER BUG WHEN GOING OFFSCREEN, MUSIC AND SOUND NOW SAVE TO PERSISTENT STORAGE ONLY IF THE VARIABLE HAS CHANGED, MULTIPLE KEYS OF THE SAME COLOR CAN BE PICKED UP AND USED.
  27. REM DAN: ADDED MONSTERS (2 TYPES F+H) NOT FULLY TESTED - ARRAY OUT OF BOUNDS STILL OCCURS AT THE OUTER EDGES
  28. REM DAN: ADDED G+I MONSTER TYPES, FIXED OUT OF BOUNDS ERRORS. MONSTER F=MOVING LEFT RIGHT, G=FOLLOWING THE PLAYER, H=FLYING UP/DOWN, I FLYING UP/DOWN, ADDED BAT ANIMATION
  29. REM DAN: ADDED MONSTER COLLISION, CHANGED THE MONSTERS TO BE DESTRUCTIVE OR INVICIBLE TO SWORD SWINGS. ADDED MAIN MENU SCREEN AND OPTIONS.
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