Subject: Re: [stella] Collision Detection From: Rob <kudla@xxxxxxxxx> Date: Thu, 26 Oct 2000 08:23:46 -0400 |
At 02:03 PM 10/20/00 -0700, Pete Holland wrote: >A question occured to me after trying the game X-Man. >In X-Man, if you turn a corner too soon, the VCS puts >you actually inside the playfield graphic and, since >this is a no-no, boots you back into the aisle. This >costs valuable time moving around the maze. Compare >this to a game like Pac-Man, where the phenomena >doesn't happen. My question is, how is it games like >Maze Craze and the Pac-family stop you before you hit >the playfield graphics, and other games move you >slightly in them and move you out again, making for >some jerky movements? Does the computer keep track of I don't know about Pac-Man, but Ms. Pac-Man used two parallel sets of maze data - one to draw the playfield, one to indicate which directions were valid movement for each 'cell' in the maze. (There's a bug in the code that assumes you're using a joystick that won't let you go up and down at the same time - it makes you go left and doesn't check that grid, so you can end up in a wall.) This seems like a pretty valid way to handle what you're describing. Doesn't surprise me too much that X-Man would be shoddily written, though ;) The pr0n games were not really about providing a quality gaming experience... Rob kudla@xxxxxxxxx ... http://kudla.org/raindog ... Rob -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
[stella] Collision Detection, Pete Holland | Thread | Re: [stella] Collision Detection, Russ Perry Jr |
[stella] Collision Detection, Pete Holland | Date | Re: [stella] Clones, Piero Cavina |
Month |