...Fight!

So... I've had little free time these last few months so progress has been slow to say the least, but now it's time to move on to the next round of *stuff*.
A quick look back at what there is reveals a whole lot of, in no particular order: scripting api, resources, file handling, data types, management classes, game states, graphics, rendering, debugging, half-finished ideas, and lots of half-implemented crap; plus everything else I didn't mention. Making an rpg is already hard enough as is!

Anyway, we're moving on to more entity based code now (thank God) - things like camera, map screens, player, battle entities, etc. so it should be more fun and motivating to work on now that all the dreary detail stuff is workable! ...Still putting off the UI though ... :\


On a similar note; got tilemap related saving/loading/rendering working,..yet again.. This time we have unlimited wraparound and no crashing when drawing off the edges of maps - always a plus.
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Normal (left), Tinted nighttime(right)
(I don't miss the palettes at all)