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Getting there...

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Got the config file working with a nice compromise between complexity and flexibility. There's also now a start up screen with the option to play or quit, and the game can now play through the levels specified in the config file.

When it runs out of levels, it shows the congratulations screen:



Bit hard to get the effect from a static screenshot. The star explosions are happening randomly over the screen, four per second. Looks okay. Just needed some sort of eye candy to signify that the player had won.

So moving enemies left to implement, which will be very straightforward due to the way the game is structured, some better block graphics and its ready to start a level editor.

I'd like to have at least 8-10 levels playable before I put it up on the showcase. To be honest, I'm getting pretty bored with it now so I reckon as soon as I publish it to the web, development is going to cease so I'd like to get it to a state I can vaguely call "finished" before I do that.

This would be the first game I have actually finished in over 20 years of writing computer programs. [grin]
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Quote:
This would be the first game I have actually finished in over 20 years of writing computer programs.


Hehe. Feels good, don't it? [grin]

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