Subject: Re: [stella] RE: stuff never done on the Atari From: Piero Cavina <p.cavina@xxxxxxxxxxxxx> Date: Tue, 9 Sep 1997 22:58:32 +0100 |
At 9:01 -0500 9-09-1997, Robert "A." Colbert wrote: >The first one, Race, shows a >scrolling, asymmetrical playfield with Player 1 and Player 2 present. >Unfortunately, with the vast amount of timing difficulties, I can only >have 1 missle present. At any rate, I'm taking a break from this project >for a little while, I've burned out on it and need a fresh brain next time >I look at it. Great work Bob, now please promise us that your new game will be arcade/action, not puzzle-strategy! ;-) >The other program, multi, you may have seen before, since I >uploaded a previous version of it to this list. It is showing 8 copies of >player0 on the screen using a smart algoritm to reduce flicker. A welcomed come-back, I was very surprised that the "Sprites" demo you sent some time ago didn't evolve in a true game. Do you think you could add a non-flickering sprite for the player (even monochrome)? And a couple of missiles? I consider this program very important because it's probably very similiar to the routines developed by Atari for many of their best games (Kangaroo, Dig Dug, Ms. Pacman...). From what I remember of the source you posted, the sprite scheduling algorithm looked more complex than the kernel itself... Speaking of flicker... has Activision ever made a game with flicker (even "intelligent" flicker, like in Bob's program)?? I think not. Personally, I'm not totally against flicker... better some flicker and good gameplay than no flicker with bad gameplay :-) P. -- Archives updated once/day at http://www.biglist.com/lists/stella/archives/ Unsubscribing and other info at http://www.biglist.com/lists/stella/stella.html
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