Added an explosion animation for the boss when killed.
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It turns out that the localization of Ys Book I & II is probably the first example of Japanese game developers taking direct feedback from westerners as Falcom actually had access to CompuServe and listened to the opinions and tastes of western gamers.
And this was all back in the late 80s, no less.
Working on my first boss. It's incomplete, but the pattern is basically done.
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Enemies now flash red when hit.
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Bullets now have their unique textures.
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Saving and loading has now been implemented.
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Coins now have their own sound when collected.
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Added an error sound to the menu options.
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Added a "Level Start" screen in-between each level.
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Added the Ioncom logo splash screen. Since I'm using an object-oriented state machine, it makes it much easier and cleaner to touch up the logo splash screen by having it animated. It's just a wipe-appear animation, but it's a lot better than just showing the studio logo.
I should probably add some sort of Ioncom-trademarked jingle to it, but I don't know anyone who could write such a jingle.
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Added a gameover screen.
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Added a new bullet type. This one is just like the standard bullet, but has a longer range.
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Added a shop to the levels.
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Added a giant "Paused' text to the pause menu.
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Added a new enemy that just moves up and down.
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Added a pause menu.
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I've added coins that are dropped by the enemies upon death, even though they don't do anything. I thought about having shops in the levels and have the player buy power-ups like in Kid Icarus or Alex Kidd.
Let me know if you like the idea or not.
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Moved the main menu to a more logical position. Also added a "continue" option, even though it does nothing right now.
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