After CD-i member TwBurn was able to show this first sign of life in his new Homebrew CD-i project, he is now also capable of showing some custom art in it. TwBurn: "I'm making good progress on other parts though, have a tilemap and
animated sprites working. I've decided to make a more "basic" game for
my first one; not the one I planned on doing first; requiring no screen
scroll and such.
The biggest issue I foresee has to do with timing, considering the transmit rate of the controller does not line up (and is actually slower) than the screen refresh rate. Given that there is no signal sent on "we've stopped moving" (which makes sense, due to the specification which explicitly mentions no data should be sent in stationary mode - probably because of the way mice work and such);
It seems tough to get accurate input. Currently I'm toying with the idea to only read input every other frame or have the delta calculation of the position lag a frame. [The screen above is] work in progress; the art isn't mine, it comes from opengameart.org [which will ofcourse be credited in the game] - I can move the character around though at the moment she doesn't take boundaries in account."
In the latest update Jeffrey showed us the first animation, the first moving of the character and the current speed of the start-up, which is all impressive: This might be the most sophisticated CD-i homebrew effort of them all! He also managed to include a bombing mechanism: with this the concept of the game looks like Bomberman on CD-i, but TwBurn assures that this is not the case: "It's inspired by Bomberman indeed. But putting some spin on it. I'm happy with the progress I'm making. It's not exactly going to be Bomberman, mainly because of the spriteset I chose to use is quite limited in that way, same goes for the powerups, but I do have some ideas to make the game interesting."
Great update, TwBurn!