Subject: RE: [stella] Crazy Valet From: "Brian Prescott" <bprescot@xxxxxxxxxxxxxxx> Date: Sat, 11 Nov 2000 17:01:39 -0500 |
Hi Thomas. Thanks for looking at my page and for the questions. - You are correct, the whole game is basically "fun with playfields" except for the cursor, which is player 1. I tried to integrate player 2 to mark the important car, but ran into problems. (See below) - I added sound effects for when a level is solved. You'll get the idea... (See below) - I consider myself very lucky on this game, as I started to reach the end and integrate nice little things I wanted to put in, I ran out of memory. After reshuffling my graphics and sound data to avoid crossing pages, I had about 16 bytes left out of the 4K on the current version of the game. - If you follow the links for Philip Cheng on my web site, he has a few links to other Rush Hour websites, including a fellow that has a java version that has different puzzles each week. Also, I have added additional content to my Crazy Valet web page, including a download page at which you can download a demonstration version of the game to decide if you want to request a cartridge. Please visit the page at: http://home.tampabay.rr.com/bprescot/crazyvalet/index.htm And as always, questions or comments are welcome. Brian -----Original Message----- From: owner-stella@xxxxxxxxxxx [mailto:owner-stella@xxxxxxxxxxx]On Behalf Of Thomas Jentzsch Sent: Saturday, November 11, 2000 8:29 AM To: stella@xxxxxxxxxxx Subject: Re: [stella] Crazy Valet Hello Brian, you wrote: BP> I would be delighted to hear any questions or comments you might have. I didn't know that game before, so i followed some of the links on your page. Hey, i like it! Thank you! Your conversion looks quite good and i have some comments and questions: - It looks like everything except the cursor is done with playfield graphics. If you use a player, it should be possible to color the players car. That would add some color to the game, which i am missing now. - Do you have any sound effects? - You write that your game has 26 levels. I think this limits the fun a lot. If you have any space left, you should add some more challenging levels. It would be even better, if you find a way to generate levels on the fly. I don't know an algorithm for this yet (i'm going to find out), but i think it should be possible. Maybe somebody else has an idea. Thomas -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/ -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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