Subject: Re: [stella] Star Fire Release Candidate #03 From: Manuel Polik <cybergoth@xxxxxxxx> Date: Sun, 01 Jun 2003 22:26:13 +0200 |
Hi there! Thomas Jentzsch wrote: >> - SELECT now selects :-) > Yes, but it doesn't respond as smooth as the joystick. Fixed. >> - Explosion colors vary a little > Nice! Except for the purple color... :-) > ("classic" explosions have to be yellow, orange and > red ;-) So, what are the Hexvalues for good yellow and orange colors again? (While you're at it, don't forget the PAL ones... ;-)) Na, Ok. No more purple. But now the explosions don't differ as much from each other as before :) >> - Decreased the # of objects in my sprite engine to > I go the impression that this version is *much* easier > than the ones before. This one I can play from wave 9 > on without problems and the enemy shots are much > slower than before. Fixed. (that was a bug. Really. In the new SELECT code.) Dennis Debro wrote: > I still haven't played it on my CC yet (I'm tussling > with Climber at the moment). But I've played it on > Z26. Fine! > What's the scoring system? It's like this: Star Destroyer: 40 Death Star: 50 Tardis: 60 Slave I: 80 Enemy shot: 01 Diamond: 10 Warp Gate: 90 Tie Wave%4==1 10 Tie Wave%4==2 15 Tie Wave%4==3 20 Tie Wave%4==4 25 > Also, I noticed the enemies don't fire anymore when > the "warp zone" appears. Is this a feature ;) It is in fact programmed like that. Once the exit is open, nothing is spawned anymore. You can choose between finishing them Ties off for some more points or leave immediately. > I also saw something strange in the radar screen when > the warp zone appeared. The warp zone is in the radar > screen but there is another mystery object under it. > When the warp zone is in full view it disappears. I'm > attaching a screen shot. Thanks. But I'm not gonna fix this. I like the idea of the radar being *imperfect* If you look closely, there's always a kind of wuzzines and distortions in it. It just becomes more obvious, when there's just one object left. > I also notice the warp zone sort of shifts a little to > the right when it gets in the upper part of the > screen. Fixed. (In case you meant the *other* "right" ;-) #1) > And sometimes when I hit the XYPE ship (as I like to > call it) another reappears in the same position. I > don't mind because it's more points for me but I > thought I'd point it out. Hm... in theory impossible. When spawning a mothership of any kind, it is always forced to coordinates outside the visual screen. Are you really sure? Can you try to describe more precisesly what is happening? > Now I just need to be disciplined enough to avoid > playing your game and continuing on Climber :) Excellent! Uhm... I mean... sort of... Ok, bugfix of RC3 attached. Greetings, Manuel #1: No clue if the traditional German way of making fun of someone who accidently swapped left and right works in English that well ;-)
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