Subject: Re: [stella] Sync question and my game's bin From: Ruffin Bailey <rufbo@xxxxxxxxxxx> Date: Thu, 12 Mar 98 18:08:26 -0500 |
> You should limit yourself to symmetrical playfields (if I remember correctly, >most Jumpman levels were symmetrical), or the kernel would become very tricky. I did plan on keeping the PF pretty simple at first. The fanciest thing I'll do for a while is mess with D0 of CTRLPF in the middle of the screen. >I think that it shouldn't be too difficult to add the jumpman and two or >three of the "dots" that were chasing you in the original game, but things >will be much harder if you want to add also the prizes that were scattered >around in the maze... Actually the logic I have in mind is going to make the dots a ton tougher imo. Esp if I want the game to be challenging. Also thinking about having some pieces of the PF that change after you grab the different "prizes". Prizes won't be too tough if I just keep track of the P0's x- and y-coords. The "AI" for the killer dots will. Any ideas? I will be using missiles and the ball for those, btw. And Piero... thanks for looking! Ruffin -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/stella.html Don't post pirate BINs to Stellalist. Be a programmer, not a pirate. Write the best game, win framed autographs of famous Atari alumni!!
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