Subject: Re: [stella] Gunfight 2600: One Step Forward & Two Steps Back From: Manuel Polik <manuel.polik@xxxxxxxxxxx> Date: Tue, 27 Feb 2001 09:38:28 +0100 |
Glenn Saunders wrote: > At 03:31 PM 2/26/2001 +0100, you wrote: > >Some thoughts later... I was just wondering... when I accept this as a > >good compromise anyway - then why turning 90° ?!? :-) > 1) to be able to use two sprites to paint each character (16 bit wide or > 2-color per scanline possible) Doing the 2-color variant was my first thought, too. > 2) to be able to go back to single line resolution This might be hard for some reasons, I'll tell you later more about the problems/disadvantages I see in a 90° shift... > 3) to be able to reserve all your processor time to draw the middle objects 100% agreed. With the sideways approach, all I've left is the playfield. > I don't blame you if you don't like the other perspective, but you have to > remember that you've still got your work cut out for you if you do it the > old way. With the old perspective I've one big advantage: (Nearly) full-screen movement freedom of the players. You might for example be able to chase your oponent around the cactus if you like :-) And there's one very special aspect in the the 90° turned approach: Supposed there's 5 horizontal segments like this: Cowboy Cactus Coach Cactus Cowboy You'd have to do some repositioning whenever reaching a segment border. Now - how display the bullets, when they cross the border? Ok, before finally making a descission about the perspective, I'll finish the animation of my sprites, since I could use that in both approaches :-) Greetings, Manuel - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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