Ok, must admit: I'm pretty troubled about graphics and levels building up.
There are so many little issues, painful like needles under the skin, and even worse hooked altogether in a dangerous ring-a-ring-o'roses...with needles!
The worst comes from the background animation code theory. I did the 1st level's background move with no special care, and in the end it supports two 2 chars and one 1 char continuous animations (5x turrets up/down, 8x mines), and a series of cascade animations: two 1 char 3x little orbs, two 2 chars 4x orbs and a 2 chars 7x light tube.
I was almost sure I could change these variables level per level. No, instead no, simply no no and no: in the next levels, I must subdue my background animations exactly to those frames and memory locations. Also, at the moment I dunno if another continuous animation can be performed, besides turrets and mines.
Mike told me that background animation issue will be one of the last to be solved. Unfortunately, it jeopardizes my work on graphics and level building up right now, don't force me to write here the sad succession of troubles all interdipendent each other.
Little step after little step, we shall get rid of all them, but we're moving on a pillar's planet: nothing can be taken as definitive.
Anyway, I had my very first attempt in composing the level's map, and have to see, I completed almost 10% with great satisfaction, but wasting 35 3x3 blocks out of 199 available (counting the blank one out).
Also, I spotted a mistake done my me: I was sure to reserve 4 empty chars, but I'd wrongly used the forbidden 4 chars memory where we perform the bullet's masking. Overall, memory is gone. Then I needed to have an empty that shut off the stars in background, hence I had to sacrifice one char too!
Pretty hard, guys! :(
Ok, I'll hang on with the level building up, though I know since now that must keep prepared to change big slices of it, if it will be needed, no tears!
That's how the level's first seconds look like, but I admit it doesn't look as well as the real view on a monitor.




















Well, its quite obvious that I can't put my hands on the big bosses, because there's no chance at the moment to decide their buildup technique.
When you hit an enemy, it flashes. Apart of the big improve in player's satisfaction, it looks pretty nice, and allows us in the usage of weak point for larger enemies: the player will know about a possible damage to the enemy when he'll shoot at the weak point, hence a whole slice of changes has been added to the big bosses'build up.