wyndia... home
Wow all these years later and I found a legit use for Wii Sports :-)
It's now been more than 10 years after I played this for the first time when it just came out in europe and my opinion on Persona 3 has barely changed. The japanese school-life sim aspect was truely novel at the time, and it was only that novelty that allowed me to look past the game's glaring pacing issues. Ironically Atlus remedied these somewhat in the original release of Persona 4 a couple years later, only to backtrack and make them even worse in the most recent Persona 5. I honestly don't know what the developers at Atlus are thinking here.
quick and ugly demo but the point is my game engine can dynamically modify backgrounds to create nice vfx
You can tell this one came out only a year after its predecessor, as Breath of Fire II is very similar to the series originator from 1993. This game improves on the first one in many ways: Better visuals, better music, better story and writing. And yet it doesn't quite reach for the top of its genre. A horrid encounter rate unfortunately drags this one down to another exercise in patience.
After a rough start with teaching myself game programming I spent many hours of 2017 and 2018 working on a Tohou clone based on this tutorial. Eventually I made it to the point where I could almost call the program a game: you could move a sprite, shoot bullets, destroy enemies that shoot their own bullets and so on. But there was a problem: this was my first C program that incorporated more than a main function, so my general programming skills with the language were really shallow at the time. Naturally my codebase reflected that. Working with the code I had written felt far from pleasant, especially because I had locked myself in. Had I continued working on the game without rewriting the entire thing there would have been little room for me to try out new things and more advanced concepts. So I started over with the goal to write a more general engine that I could use as the basis for future projects as well. That was back in march. Setting up the basics (input handling, rendering, framerate control etc.) took me a while, but now I finally reached the point where I could write a new scene management system. Here's the main portion of my old main()
function: