Increased the size of the explosions.
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Increased the size of the explosions.
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Key now only appears after killing all of the enemies in the room.
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The blue Dark Nut-like enemy can now only be attacked via bombs, finally giving the bombs a practical use.
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Finally added something that I should've added at the start: a debug menu. I don't know why I keep on putting off doing this. Debug menus are so useful, but up until now, I was debugging levels by modifying save files instead.
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Added a trap door to prevent the player from escaping the boss fight. It's currently using the regular door sprite as a placeholder. The final sprite won't have a keyhole.
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Created a second boss. This one is like the Dark Nut-like enemy, but you have to bomb it once, then it turns yellow, then you can strike it.
The screen goes black in the video because the game crashed due to a segment fault.
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End text is now word-wrapped and appears letter-by-letter.
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There is now a freeze frame when a boss is killed.
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There is now a spark where your sword strikes during the boss kill freeze-frame.
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Apparently, the recording was corrupted. Here is a better video.
Started creating a prologue for when you start the game. The White rectangles appear presumably because the font I'm using apparently doesn't support apostrophes.
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Rearranging the HUD.
(No video this time because I only need a screenshot to demonstrate)
HUD now includes icons to indicated the items you have.
Implemented pausing (something I have neglected for a while).
Dungeon now has alternate tracks for different floors.
Added an alternate tileset. I plan on having the tilesets change, the deeper you go.
Added an "ice level" tileset along with an accompanying track.
Added a locked door that appears before each exit room.
Added the fourth tileset. I have know idea what this is supposed to be.
Created a sand tileset. That appears in-between the snow tileset and purple tileset.
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