February 5th, 2012 - Videos
I finally figure out what to do and make my way to the next dungeon, but I don’t enjoy my experience and consider ending the playthrough.
February 4th, 2012 - Videos
I get frustrated since I can’t find where to go. It turns into a montage instead of a “Let’s Play”.
January 8th, 2012 - Videos
Jay gets the boomerang and makes his way through the sewers with Zelda, eventually arriving at a church.
December 21st, 2011 - Videos
Jay finally gets a sword and takes revenge on the guards.
December 12th, 2011 - Videos
Jay continues searching the guard house and finds the big key. He faces many frustrations, lots of backtracking, and a few cheap deaths.
December 7th, 2011 - Videos
Jay navigates the treacherous caves and sneaks into the guardhouse. Still without a sword, he uses pots to defend himself
I got rotation working. And scaling. I had some problems along the way. And I don’t know what this is.
This is the first post of the Super Retro Crossover development log. More info here. Collision detection currently supports axis aligned bounding boxes only. Basic gravity and movement implemented. Basic animation. This is where things are now.
Jay talks about what’s been happening and demonstrates a work-in-progress port of SMBC to HTML5.