![](https://www.maiuscomics.com/sensetomaquet/wp-content/uploads/2022/04/squirrel-test3-1280x960.png)
Andy and Yippie have been close friends since childhood. And sometimes, it might seem like Yippie is also having a hard time to get used to “the situation”… He tries his best to not make it awkward
Drawing stuff for fun, science and wonders
I had no time to do anything useful these days, except for some squirrel stuff.
Here, Andy requires some new clothing after the shocking change, so his… (Andy still considers himself as a “he”…) … his friends take him to the shopping mall. Benz and Magnum lead the expedition for comfortable curvy-sized lingerie, and show their total support towards Andy.
Bon Any Nou! / Happy New Year! / ¡Feliz Año Nuevo 2022!
Let’s see what 2022 has for us, after these last two disastrous years. Have a happy new year, and let’s keep going!
And I’m back around, having a bit of time to draw this “fan-art of many things”. I wanted to rescue the character of Starla Bunny “Professional Boardgamer and Mystery Solver”, putting her in a silly scene from a classic ZAZ movie, in a famous boardgame. Just to mention that I’m into boardgames now.
It’s been weeks since I don’t draw nor spend time in the InterWebs, as work and life duties are spending all mi time and resources for now and the next future. Sorry you all. I’m still trying to follow your arts and give you ‘the likes’ and stuff. Take care everyone
(MSX Game Series, part 2. Original in Spanish HERE)
The “game” has turned into an “Engine”!
Instead of hardcoding the levels and scenes of the game, I made it adaptable where the game is written in an easy and interpretative language, and the game engine will execute the trans-coded game in bitcode (machine code). Here’s some infographics I did for the game then:
The next step was to add the Start Screen. Something provisional, but allowing the game to start the sequence of scenarios, also check the VRAM status. Also, I improved text printing, adding line-breaks between words and not between characters.
Next is to implement the functionality to run sequences (game levels) one after the other, and let automatic level succession.
Aside, the “game compiler” (to encode descriptive language to bitcode) now includes an optimizer for bitcode placement in ROM, packing level’s code in fewer pages, reducing ROM size. Next step is optimize assets placement (images).
And last for today, I made a first attempt of splash image, using the mini-tile encoding used for backgrounds, creating a 500 Bytes image from a 12 KBytes of the original. now I’m trying to compress it even more.
And up to here today’s updates on the game development. More in the next weeks.
Farewell!