A seasonal stop usually leaves to make place for a seasonal restart. Mike has decided that the moment has come. We're back on the track.
Well, to be precise, he is back on the track: we'd left the project when it should reach the release of a test suite, in order to let the players'audience adjust the difficulty level. To achieve that, Mike was facing his most frightful demon, in the shape of...yes: attack waves'design. I have to admit, it's a good reason to get a healthy pause.
About me, and strictly my own tasks, after the improvement to the walker sprite, I was blocked by the instances: there is no urge for a 2nd level's boss (which seems to be a harder job too), I still can't do anything useful for the 2nd level's background animation, due to the well known current limitations, we're so far away from the usefulness of a 3rd level's tune...what to do?
So Mike's back, and he quickly achieved some targeted features.
First of all, we had to change the panel's colors, because a most extended use of the videoram color would need a different contrast, because I implemented that colour as the midst luminance one. This change allowed to have a blue shield bar on the left, and a weapons powerbar on the right, which's splitted in two regions: if the player completes his money bag while the powerbar is in the green region, he improves his weapon, and the powerbar fully recharges; if in the red region, the powerbal is refueled only.
And now, for a nasty feature we all have both waited and feared: now the alien baddies shoot at you!
We have 8 slots for enemy bullets, so why don't spread this between turrets and baddies too? Now reaching the end of a level starts to become very difficult, because certain tunnels full of turrets and rows of enemies are now panic!




















The first one is a starting point to the pickups and weapons system: destroying enemies makes big and small coin appear, jump for a while and then fall down. In the near future, collecting money will allow to enhance player's firepower.


126 remaining sprites are a good number of them considered per level. Hence, Mike began to code something able to manage a 6 sprites built mid boss. Yes, we will have considerably large big baddies in the middle of the level, and that's nice.
Mike developing his piece of code, I'll draw one of those ships!". And actually, I did not, of course. You know I'm essentially brain damaged.