Subject: Re: [stella] Fall Down RC testing From: "Aaron" <stella-receiver@xxxxxxxxxxxxxxxxx> Date: Tue, 28 Sep 2004 04:37:22 +0100 (BST) |
Aaron said: > I think I actually could do that without too much trouble... the AI could > be limited to only thinking on every second or fourth frame. Really the > main problem is finding space for a new icon to put on the title screen. This didn't actually work... but I did manage to bring back the crappy AI from an older version, where it doesn't move while falling. Really makes the game very easy... Anyway, it's marked with an "EZ" on the title screen now (aside - is the teddy bear sort of a standard symbol for easy?). Also, about the jumping, to anyone who didn't like it - were you running the PAL version? The gravity in the NTSC version is effectively 1.4x greater. It's the one constant I couldn't change... So anyway, I've included a PAL60 version this time. Enjoy! -Aaron
Attachment:
fd_27sep04.zip
Description: Zip archive
Attachment:
fd_src_27sep04.zip
Description: Zip archive
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
Re: [stella] Fall Down RC testing, Aaron | Thread | homebrews on eBay, Eric Ball |
game prototyping language, Tom Dunn | Date | Re: [stella] FPGA2600 progress, Glenn Saunders |
Month |