Subject: Re: [stella] Alpha version of my game From: emooney@xxxxxxxxxxxxxxxx (Erik Mooney) Date: Fri, 11 Apr 1997 21:03:54 GMT |
>Hmmm. It might. At least make them a little more distinctive than >the two shades of red. (Of course, I don't know how it will look on >PAL systems.) > >>To be honest, I've never actually played a coin-op Space Invaders.. I was > >What?!? How old are you? Might I suggest grabbing an emulator like >Sparcade or MAME and the ROMs and taking a look? *smack* why do I never think of these things? I already have MAME, too.. I think the only ROMs I have are Millipede, though. (I'm 19, btw... my .edu address should've been a clue I couldn't be too old) Picked up the Space Invaders ROMs (yeah yeah sue me for piracy) and the game is more different from TI Invaders than I had thought. Is the emulator running really lousy on my system (in Windows), or do the invaders actually advance one line at a time instead of the whole formation at once? Looking at this, I can definitely make my game closer to the arcade.. expanding my invaders to twice their current width and raising their height slightly should make it a lot closer. I'll also implement collisions between the player's missile and the bombs.. I wasn't sure if that was in the arcade or not. Also, should I attempt to give every game player Atari Thumb all over again by making the ship only fire when the button is pressed instead of holding it down? =) (I've always wondered if I'd do better on Millipede if the fire button worked this way..) >Yes, it does. I haven't seen TI Invaders myself. Don't be offended >by the age question. I just thought it's quite odd that someone who's >never played Space Invaders is trying to create a more pure 2600 >version of it. Gotta start somewhere.. I started with a playfield kernel and just worked from there, and Space Invaders was the first thing I thought of where I could use the playfield extensively. >You'l have to do something. I hate to say it, but you might have to >rewrite your kernel for two-scanline intervals or something. I *think* I can rewrite it for three-scanline intervals (raising the invaders to six lines each with a six-line gap between instead of 4 and 8.) If I do that and advance the bombs only every other frame, that should work out, I think. Yeah, I can rewrite it for 3-line intervals, but I still can't reposition bombs on the same line as an invader row, or on the same line as the shields. Without repositioning, I can only do one bomb at a time, or two on alternating frames (I think this is what 2600 Invaders does.) I couldn't tell if the arcade went past two bombs at once, though. Also, without repositioning, I could easily get my kernel down to two scanlines, even during the invader formation and shields. >That should be okay. If you've let the invades get that low, you're >in trouble any way. 8) You could also use John Dondzilla's cheat of >keeping each shield intact until it takes so many hits. Then it >disappears. I'll rewrite my screen kernel for 3-line intervals and then see what happens. As it stands, my players begin on scanline 176 (counting from zero).. 174 is a multiple of three, so my new kernel will end at 173, letting me reposition the players during 174 and 175. >>I could probably do them with the playfield graphics without too much >>trouble, but I wouldn't have single-pixel control.. at best, I have 4-wide >>by 1-high control. > >That sounds acceptable. You've got square invaders, so why not square >shields? I think I can do them with players, though not with the resolution of the arcade (then again, what 2600 game does? =) ) -- Archives available at http://www.biglist.com/lists/stella/archives/ E-mail UNSUBSCRIBE in the body to stella-request@xxxxxxxxxxx to be removed.
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