Subject: Re: [stella] Sync question and my game's bin From: Piero Cavina <p.cavina@xxxxxxxxxxxxx> Date: Thu, 12 Mar 1998 22:02:03 +0100 |
At 18:08 -0500 12-03-1998, Ruffin Bailey wrote: >Actually the logic I have in mind is going to make the dots a ton tougher >imo. Esp if I want the game to be challenging. Also thinking about >having some pieces of the PF that change after you grab the different This happened also in the original game, but you'll have to adapt this to a symmetrical playfield. Boys, what a wonderful game Jumpman was... I'll have to play it on the Apple 2 emulator this weekend! ;) >"prizes". Prizes won't be too tough if I just keep track of the P0's x- >and y-coords. The "AI" for the killer dots will. Any ideas? I will be >using missiles and the ball for those, btw. hmm. Sprite0 = player Sprite1, reused, with varius NUSIZes = prizes (simple rectangular blocks, obviously) Missile0 = first dot Ball = second dot Missile1 = probably useless in the kernel, because it's influenced by the prizes In a kernel like this it would be very hard to do everything everywhere. I mean, you can't have lines where you draw the player AND reposition sprite 1 AND reload the playfield AND activate the ball... so you'll need to think a lot in advance. For simplicity, I would recommend to study carefully a configuration where the evil dots don't have to be drawn in the same lines where you will reposition Sprite1: for example, make sure that reposition-lines are always odd lines, and put the dots in the other lines... This won't be a beginner's kernel, but it shouldn't be impossible. Also, it would not be a bad idea to try to disassemble some game of this kind, like Miner 2049er. Too bad I can't work on it now... :-/ Ciao, P. -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/stella.html Don't post pirate BINs to Stellalist. Be a programmer, not a pirate. Write the best game, win framed autographs of famous Atari alumni!!
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