So, my plan to give Target; 2008 a proper run-through has fallen through, not least because I’m still not done with some ‘minor’ issues. Tch, eh?
For the technically-minded, here’s what’s happened - Target; 2006 treats weapons as people with no AI. Target; 2008/DS treats weapons as completely separate entities. That’s because the DS doesn’t have much memory, and a simple object takes up less space than a person. This is itself isn’t a huge deal, but integrating two opposing ways of doing things is at least a medium-sized one.
In terms of a play-through, this means that level one is blimmin’ fantastic. I get run down, my ass kicked, and all with some neat new sound effects (you can hear the motorbikes now, at last!). Level two needs a couple more sprites - bullets and guns. Not to be drawn, of course - I have those already, and the AI for using them is done too. It’s getting the graphics into the game using an arcane process that I came up with two years ago, and, to be honest, I’m a little scared to try it. It might just smash up all my neat, working data files and scorch the earth behind it.
So I’m going to go out and have a drink, and then I’m going to come back and see what happens. If we’re lucky then I might just be pasting in a new level by the end of the day. Yes, new levels. (Probably.) Here’s a mockup of the one I’ve been wanting to put in, ooh, since the beginning.


Any chance of a video of what you’ve got so far?
Oh, and out of curiosity, have you tried the Streets of Rage Remake?
I’d make one now, since I’ve got the gun working too (although not pickupable yet), but VirtualDub is being a bitch right now and refusing to record any sound. I’ll reinstall it later.
I take it you mean Beats of Rage? Incredibly, no I haven’t. I downloaded it when it came out, but just didn’t get around to playing it, and now it looks like it’s impossible to download. (Maybe I have to register or something, but that’s too much bother.) I was tempted to just use their engine for a new version, but then I realised that that would be a lot less interesting. (And I don’t think BoR supports six players.)
Also! To reduce the number of replies scattered in different threads; I’m using Allegro 4.2, the CGUI Allegro add-on (for its language-handling rather than GUI functions), LibPNG and ZLib, and AllegroMP3, which I’m going to finally get around to uploading now since I’ve just remembered that I modified it way back when and it’s LGPL code. Erk.
No, not Beats of Rage. http://www.bombergames.net/sorr_project/ is the remake project I mean.
Why not use Gettext for language handling?
Ah, I’d never heard of this one. Just had a quick go, and it’s rather good, isn’t it? (Although I prefer my shadows
Doesn’t seem to like my XBox pads, but I can forgive it that.
I also hadn’t heard of Gettext until after I’d integrated CGUI’s language system. I won’t be switching it now; CGUI’s been absolutely problem-free. I might give Gettext a shot in The Tenth Crusade, but I’m quite far from needing any text there yet. And it depends on whether I’ll have any complex strings, too - Gettext looks like it handles those better, but on the other hand the online manual makes it look like an unholy abomination.