167! I fulfilled a whole sprites pack! Hey it's a goal!
Yes, beside adjusting some little refinements and chitchatting about how things have to work, I bagged all the needed in order to have a baddie capable to appear exactly in the dead angle of your eye, making the most with the infamous pods: they now appear from the shadows.
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It's a 7 frames further consumption, the blank frame is the last one, #167, which will be used for several other nice features.
Of course, having a filled sprite pack doesn't mean that's will be the final sprites set for the level 1, but now I know I can build up one. To complete a good sprites showcase, I also reversed a couple of baddies, in order to have left-to-right attack waves too.
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Ok, what now?
Well, we told you we're pointing to have a test level. This mainly means we only need code about weapon system, and baddies' attack waves. And we're very close to complete all of this!
But hey, wait a moment: why loosing time and gray matter in order to get closer to the player's whises regarding the baddies' habits, instead of allowign the user himself to built insert and play his own enemies'paths?
So, that's how it comes the idea to release a sort of...mmm..XeO3 Test Suite! With this one you will be able to draw your nastiest groups of attacking baddies, then compile the script in order to autoembed into the test level, hence play it! You will watch the stuff, finally, and everybody could contribute to the final version offering his best waves.
Making use of a large approximation in order to have yielding worktimes, we can assume we'll release XeO3 Test Suite (or how the heck it will be called) before xmas 2007. Well, I really hope "a lot before" but let's talk serious and secure. So wait for it, it's coming!



















In the end of June, the sprites cache has been fixed once forever, allowing Mike to stare at a new task to achieve: the weapons and the whole working pickups system.