Fixed player sprite not respecting Y axis positioning on camera.
Hugely expanded map

Huge map system that divides the world into quadrants.  Map resources
are not loaded until the player is nearby.

Things to work on:
-- Wrapping in X and Y
-- Normalize the islands so that they "snap" to the tile grid
-- Add collision to the islands
-- Draw sprites appropriately if they're behind some land
-- Implement minimap
Add fire with spacebar. Fix game engine bugs
Visual glitch fixes, added items

Added collectable items. These can be added to an island's local map by
simply adding the item using TileMap.addItem(), and the local map
coordinates.  Specific islands can be added anywhere on the global map
using Map.addIsland()

Items collected currently do not influence the player state, but they
stay gone if collected.  They load and unload just as their parent
island maps do.
merge upstream/map
Fix bullet after merging map
Inventory system added

Added a basic inventory system that uses the item's name as a key.

Players can obtain items, check how much of a type of item he possesses,
and lose items.
Found a sprite sheet with most of the required animations.
Finished the player character sprite sheet

Adjusted the existing 8 directions of flying animation, and drew the 8
directions of walking and idling.  Implemented the sprites to fully
animate the player character.  Some fine-tuning is needed, but this is a
major milestone nevertheless.
Merge animation branch
Add quest system prototype
Display dialog when hover on sign
Changed diamonds.png
Some more images prepared

Items and Prof Oak(BW)
Changed signpost to professor oak

...I don't think this needs to be animated though?
Also changed x from 100 to 95 for the sprite to fit in the middle of the
tile
UFO.gif sprite

Possibly usable for enemy
Added dynamic drawing order

Drawing order now changes based on the following priorities: entity
height, then entity y position.  Based on the drawing order, entities
are sorted via insertion sort.
Fine-tuned player animations, added speed adjustments

The player character now has more "realistic" animations, as defined on
the coding side.  Speed can now be adjusted by holding down Q or A to
speed up or slow down respectively.  This also affects turning rate.
Speed is now calculated using a psuedo wind drag formula.
Rough work
Positioning that can work with longer sentences