Since this Game Maker version of Legend of Iya was initially conceived as nothing more but a guideline to since discontinued DS version, its fundamental code basis was never particularly thought out. As a result, the features kept being added to an engine that had some serious flaws at its core. This week I finally went into the game's dark smelly basement to fix several annoying, and to be honest - noobish bugs that have been plaguing the game all along. Most of the fixes centered around the controls, which on certain machines (such as, once again - my netbook) had severe issues with key polling. Other fixed issues dealt with some basic animation handling and collision. Even though I'm pretty happy with the improvements, I'm sure this isn't the last time I have to screw around with LOI's shaky foundation.
* Added tile tint control to the background scrollers - now I can add even more color variation to the areas with the same tileset... I am physically restraining myself from adding some sort of a weather/day-night system to the game now.
* Finally added functional game saving and loading. Still need to make the feature more robust, but the basic file handling is there. At the moment the game saves its data in plain text with a file footprint of only 3k.
* Designed another enemy. Must animate him still.
* Close to be done with the second boss fight. Needs more animations and visual effects. Also - cleaner scripting.
* Worked more on the start area screen (which is a giant pixel painting)
* Started several new Iya animations - such as one for climbing onto knee-high steps, and one for hopping over small obstacles. The animation for looking up had to be temporarily disabled, as it messed up some of the attacks.
* Did more room texturing.
* Started another set-piece room near the beginning of the game.
...Gahh - too many holes to plug for one person: )