Seems a long time...
...i am still working on Boinxx (conceptional vise or even coding vise) but world of warcraft and my xbox (Pro Evo Soccer 5) pays my attention...
so i decided that i am touching the code again. last time i have implemented the 1st enemy and it seems to work... so i discussed little bit with TMR of cosine how i can implement the enemies. event driven or time driven and he suggested that i should go for time driven... which seems easier as a first step.
also implemented is a better collision detection and tile determination. in boinxx i'll gonna need 2 approches. the old one which was coded 2 years ago is the one when the player hits the water.... but as some tiles are special tiles and they are "smaller" than the 4x4 ones i need to check the tile map as well and this was a little bit harder than thought in the beginning (think of that you don't check when the ball is high in the sky but when the ball is near the ground...but when the player is near the ground the sprite data is on other position than the player starting position and so on...)
more to come this weekend...
so i decided that i am touching the code again. last time i have implemented the 1st enemy and it seems to work... so i discussed little bit with TMR of cosine how i can implement the enemies. event driven or time driven and he suggested that i should go for time driven... which seems easier as a first step.
also implemented is a better collision detection and tile determination. in boinxx i'll gonna need 2 approches. the old one which was coded 2 years ago is the one when the player hits the water.... but as some tiles are special tiles and they are "smaller" than the 4x4 ones i need to check the tile map as well and this was a little bit harder than thought in the beginning (think of that you don't check when the ball is high in the sky but when the ball is near the ground...but when the player is near the ground the sprite data is on other position than the player starting position and so on...)
more to come this weekend...

