Subject: Re: [stella] Invaders update! - inv-beta.bin From: emooney.KILL.SPAM.@xxxxxxxxxxxxxxxx (Erik Mooney) Date: Thu, 24 Apr 1997 17:09:57 GMT |
>>three times.) Thanks to all who helped with that concept. Do the middle >>two rows of invaders look silly? If so, how should I change them? > >They look fine, though perhaps a round or C-shape would be better. I tried that and they looked more like targets in Carnival or something than aliens intent on taking over the earth... I'll play with it some more. >anyway, shields might be able to become larger if they somehow used >alternating frames as well. Or if that's not your fancy and you're >feeling ambitious, a Polo-type thing could also work. But I won't throw >a hissy-fit if the shields stay as-is. We're still getting more >coverage than 2600 SI with its three shields. I'd rather not alternate frames on the shields, cause that'll really cause problems with the collision detection. I might be able to double them vertically like 2600 SI does.. I'll try that too. >I suppose you've already thought of it alternating between alternately >aiming at the first and second players. Would anyone notice if it were >done like that, or do you want to randomize that too? I was planning to randomize it between aiming at each player, I just hadn't put in the code yet. >>algorithm (well, actually new lookup table) for invader speed based on >>number remaining - it's closer to arcade now, though not perfect. Also >>switched player colors so that first player is green (like arcade) and >>second player is red. > >As for these lookup tables... could they be easily switched in mid-program >to facilitate a PAL/NTSC switch? > >Further... could one say the same thing about the color tables? I think so about both, though there's a lot of places where I just LDA #color / STA COLUxx that I'd have to change to a table of some sort. Not undoable, though. >Works better to alpha-test the game that way too. Killing the player would >probably also kill the buzz one gets from witnessing this awesome feat of >programming. Thanks.. does that mean you're impressed? =) Actually, sometimes I get the feeling that if I just wrote 4096 random bytes to inv.bin and ran PCAE on the file, I'd get a working game sooner than actually writing the game myself =) Seriously, does this game look like a viable addition to the 2600's library (when finished, of course) ? -- 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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