Multi Unit Program
I finished the program to test all of the animations. I was quite pleased that I was able to optimize the code so that it takes up far less space than the other animation test used for only the one tank. It requires a massive two dimensional array of BITMAPS (20×104) but seems to work fine and with no slowing down at all. Seeing as how the logic is only affecting two tiles at a time, I feel that the game is going to be able to run smoothly when the screen is filled with units and other such things. The only problem I might have is with units with alternate fire animations. I think that I will have to make those units occupy the lower array values and create a second array of only the alternate fire bitmaps. The minority of the units have alternate fire modes so it would not make sense to add 64 extra frames to each sprite sheet on behalf of three units.
*Working like a Thai hooker Its working.
As for the schedule of events, now that the test program is working, I need to get some sprites in there to test. I plan on having automated movements and attack destination (explosions) at some point to aid in integrating the combat logic. But, the main goal is to get all 20 units into the test program. So far I have 8 which means I need to finish 12 before the end of the semester. If I do 2 a week I will finish before the 12th of December but most likely I will be doing 3 week. If I do 2 a week, I will be using thanksgiving break to work on extras to just get them out of the way. Also it would give me time to work out any animation bugs I find that annoy me.





