Subject: Re: [stella] Gunfight 2600: The Final Kernel part 2 From: "Andrew Davie" <adavie@xxxxxxxxxxxxx> Date: Sat, 12 May 2001 02:38:37 +1000 |
I find this work quite impressive, Manuel :) Good job - keep going! Cheers A -- _ _ _| _ _ _| _ * _ _ , (_|| )(_|( (/_\/\/ (_|(_|\/(_(/_ ,~' L_|\ ,-' \ see my Museum of Soviet Calculators at ( \ http://www.taswegian.com/MOSCOW/soviet.html \ __ / Qb: the latest retro video game! L,~' "\__/ http://www.atari2600.org/qb.html @--> v ----- Original Message ----- From: "Manuel Polik" <cybergoth@xxxxxxxx> To: <stella@xxxxxxxxxxx> Sent: Saturday, May 12, 2001 2:11 AM Subject: [stella] Gunfight 2600: The Final Kernel part 2 > Hi there! > > Hehe, of course I had to work on the kernel once more :-) > > Ok, actually the new version is _fully_ playable, giving you already all > the requested/suggested modes, except the duell. > > The drawbacks this time are: > > - No fast bullets on shootable targets. Collision detection (or should I > say collision assumption? :-)) already is a nightmare with the slow ones > and practically impossible with the faster ones. > > - No more other haircolors than hatcolors. that little effect simply > wasn't worth 22 Bytes. > ...I was young and needed the RAM... > > New features are: > > - Full and (99%) working collision detection for everything. There's a > little bug in it, where players can score points without even shooting, > which I hope to be able to eliminate... > > - Full iconized mode / score display > > - Integrated the 6-shooter amunition boxes from top/bottom *into* the > playfield. I managed to reinstall the ball for that. Don't ask me how I > did it, I spent more than 10(!) hours on that damn kernel to teach it > that trick... I'd even to remove the second STA WSYNC... > > - I rewrote almost everything else of the game, so if you tried to > follow the source developement so far, I'm sorry :-) > > - Hope you noticed that I actually integrated a 'Xype' logo as a > playable level :-) > > - Use 'select' to cycle through the modes, they are: standart-shootout > -> 6-shooter -> escape -> score-hunt. I hope the icons are > self-explainable, tell me if not. > > - Use switch 'B' for a (dummy :-)) AI ON/OFF (Hey, it's still a demo...) > > All in all I worked some 50+ hours into this version, hope you see some > of the benefits... > > Please give me some feedback on how you like the modes, make your > suggestions , find bugs other the one I mentioned... > > Please give me some additional thoughts on two aspects: > > - 4 or 2 bullets at once in the escape scenario? > > - Shall I do a death sequence every time a cowboy is hit, or would you > rather have a faster gameplay with a death sequence after 10 hits or > something like that? > > And - I'm thinking about music. > > I'll definitely do a cover of 'Ring Of Fire' by Johnny Cash. I have to. > I love that song... :-) > > Any other suggestions? (Ennio Morricone is to complex for the VCS and I > think doing the x.th version of the High Noon theme would be boring, > too...) > > 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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