Subject: Re: R: [stella] RESCUE.BIN update From: Greg Troutman <mor@xxxxxxx> Date: Sun, 14 Sep 1997 10:09:13 -0700 |
Piero Cavina wrote: > > > Da: Greg Troutman <mor@xxxxxxx> > > A: stella@xxxxxxxxxxx > > Oggetto: [stella] RESCUE.BIN update > > Data: domenica 14 settembre 1997 9.44 > > Please excuse me, but the #*@! Explorer always puts the headers in Italian > and I haven't yet found a way to change that... > > > There's a lot of weird changes to the graphics, and I'm not sure I > > really like them. One thing about adding all the single scanline color > > changes to the player graphics is that it just doesn't look good with a > > plain black background > > I like the new colours and hate the sounds... :) > Advice: always try to include a decay in the volume of each sound effect... > that's what I've done in Oystron, and I think this makes them sound better. Okay, I'll try and figure that out. > > > Missiles have been added to the kernel, but for now only half the full > > functionality: the asteroids turn to spaceships when you rescue a guy, > > and the spaceships shoot at you pretty viciously. > > Be careful, I've been hit before I could take off from the platform. This > shouldn't happen... Hmm. It shouldn't ever hit you before you take off. The missiles are not even drawn in that portion of the kernel ;) I'd guess you moved only a single scanline or two and moved into a missile that had been fire instantly upon the landing. That's obviously too quick and difficult and I'll adjust it somehow. > > I figure I can just duplex one missile register at > > 30fps, alternating the bad guy missiles with the player's shots, but the > > game logic to pull that off will take me a while longer. > > I think that what is really missing is the retro-rockets fire, especially > in the landing phase... ok, I know it's difficult! :) > Maybe you could use the player's missile for this, making it wider than a > missile, and shifting it a few pixels back and forth, up and down from > frame to frame. Don't know if it would look like fire, but it might be > better than nothing. I was thinking about this. I should be able to split up one missile between the two player shots, and the retro rockets, but divvying up the frames three ways gives me a priority problem. I'll try and make that happen and just see how it ends up looking, I guess. > > Also, you need the spaceship explosion. If your kernel can't accept > animations, try background color-cycling... Yup. I'm saving this for last, because I'm pretty sure I can fit it in after I do a bunch of optimizing I haven't felt like doing yet... If for some reason it doesn't fit, then flashing background will have to do. > > I'm going to be pretty busy with my day job the next week or two, so I > > probably won't be able to make many significant changes for a while. > > But let me know what you think and I'll try and incorporate anything I > > can that seems worthwhile > > You're at a very good point with the kernel, soon the game will need fine > tuning so you'd better find some free time :) Hehe, maybe I'll get fired for not having my mind on the job ;) -- mor@xxxxxxx http://www.crl.com/~mor/ -- Archives updated once/day at http://www.biglist.com/lists/stella/archives/ Unsubscribing and other info at http://www.biglist.com/lists/stella/stella.html
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