Subject: Re: [stella] let's go back to work! From: Piero Cavina <p.cavina@xxxxxxxxxxxxx> Date: Wed, 5 Mar 1997 20:10:54 +0100 |
At 11:44 -0700 4-03-1997, Nick S Bensema wrote: >>As soon as there is need for more freedom in objects positions, some >>flickering is likely to happen. > >That's a good point. Many games simply choose to avoid the possibility >of dealing with flickering by letting object move freely, but not letting >them infringe on each other's vertical space, i.e. Berzerk. It is very interesting to compare "Mousetrap" vs. M Network's "Lock'n'Chase". These games are very similiar and both show no flickering in player or enemies sprites, but there is a big difference: In the first, you'll never see two cats in the same horizontal corridor (the easiest way to avoid flicker), while "Lock'n'Chase" can have up to two enemies in the same vertical corridor! This means that there can be three objects in the same vertical space with independent horizontal movement: 2 enemies + player, and without ficker. I bet that Lock'n'Chase code is much more complex. Congratulations, unknown M Network programmer! >We need to figure out how River Raid does it. Maybe I'm being too optimistic now, but if we can figure out this (and Bob seems very near) then putting out more new games wouldn't be that difficult. >>P.S.: what do you think of my english? Is it clear enough for you? :-)) > >Better than my Spanish, German, or Japanese. And my Spanish is pretty >good. thanks! Ciao, P. -- To unsubscribe, send the word UNSUBSCRIBE in the body of a message to stella-request@xxxxxxxxxxx
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