Sorry for the delay, I was very busy this week and I couldn't work on my game. But I'm back on it now!
I updated the submission in the repository.
I added the precise collision detection (thanks again durnurd). It's much better like this although it is not perfect. Maybe I am not setting the offset like I should...
Zooming without lines is now a reality!
Wow! To make sure the game is always displayed correctly, I removed to possibility to resize the window with the border. I added a combobox in the tools menu to select one of the following game sizes: 320x240, 640x480, 960x720 and 1280x960.
Ok, now I'll go through your five points bluemonkmn:
1- Do you have a suggestion on how, when and where to display this information?
3- I thought about displaying a pop-up for the skills... but there is already 8 skills done so it would be a large "pop-up". Since the skill selection by holding down the select button is "real time", showing a pop-up would probably be a problem since it would hide the game... Or should I make it transparent enough to see what's happening behind? What do you think?
4- Yeah, that problem happens. I don't really know why since I'm not using a buggy custom function of my own design (
), but the PushTowardCategory function... Anyway, I modified the blood drinking in the version. It might not look as "cool" as it did (maybe I'll tweak this again later), but at least now no blood is lost.
5- Oh! I missed that! That's because I keep the location of the elevator and the box in the same counter. So if you leave the room while the elevator is up and the box is down, then the box is considered up when you get back into the room. I'll split this into two counters then.
Also, about durnurd's issue with the CPU going wild, I can't reproduce it. I thought it was because of a problem with the fps, but it does seem to be the case.
I'm sorry, I don't see how I will be able to solve this one.
Thanks a lot guys! Things are going well. I will begin working on level 2 before long.