|
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/
| Current Thread |
|---|
|
| <- Previous | Index | Next -> |
|---|---|---|
| [stella] Gunfight 2600: The Final K, Manuel Polik | Thread | Re: [stella] Gunfight 2600: The Fin, Stirling Newberry |
| [stella] Gunfight 2600: The Final K, Manuel Polik | Date | Re: [stella] SCSIcide 0.05 (last de, Andrew Davie |
| Month |