[Wip] Malice in Bomberland

Watti,

the evil cousin of Matti

kuva

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Wider head is better, as suggested by @FManga
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Fun fact:
Part of the reason Wario is called Wario is because the Japanese word for bad is ‘warui’ (わる).

(Also, that was an excellent excuse to show off that I now know how to do ruby text using HTML tags. :P)

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I suppose another reason is because ‘W’ is ‘M’ upside down.

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The way Hiroji Kiyotake tells the story,
the ‘warui’ part came first and the ‘upside down M’ was an after thought.

We imagined Wario as the Bluto to Mario’s Popeye. The truth is, we kind of came up with the idea of the name first, and everything else came after. Since he was a “warui” (bad) guy, he should be Wario. And we had the idea to flip the M upside down. To our surprise, the idea was a big hit with everyone on the team.

(From this translated interview.)

It makes sense really, ma (マ) and wa (ワ) look nothing alike.

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Destructible tiles. For that I needed to copy the tilemap from rom to ram.
ezgif-2-cdc73d544abe

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If that would limit you somehow then you don’t have to, you can just keep an information about which tiles have been destroyed in RAM, the rest can remain in ROM. It can e.g. be just a small linear bit array with each bit corresponding to the Nth destructible tile (you can order them going left -> right, top -> bottom).

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A bit array is a good idea to save ram, but that should be supported by the Tilemap class, so it does not draw the destroyed tile. It can be done. Currently I have a 20x20 map, which takes 400 bytes of ram, so the memory is not a problem. For bigger maps it would be a problem.

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One small caveat to that technique:

The system needs to know what to draw in place of a destroyed tile,
which means you either need a single ‘background’ tile to be drawn repeatedly,
or you need a separate background layer to pick from when a destroyed tile is encountered.


For anyone coming across this in the future and planning to try this idea,
allow me to introduce std::bitset, the standard bit vector implementation.
(For dynamically sized bit vectors, see std::vector<bool>.)

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@Hanski … do we, or do we not integrate the shadow into the character? @Vampirics ?

katti

EDIT: more tiles

gravel pavement grass_rocks statue tree_bottom tree_top

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Well, i did include it so far, I love that cat

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@Hanski

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@Hanski

Katti walk up

katti2

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Katti walking left & right

@Hanski I just realized I can’t use / should not have used green as transparent because Katti’s eyes are green!!!

I really tried to give this kitten a mean walk, like it means business!

katti3_b

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Katti walking right

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Looks really good! There is a strong do-not-mess-with-me feel :slight_smile:

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