Subject: Re: [stella] Gunfight 2600: The Final Kernel part 2 From: Manuel Polik <cybergoth@xxxxxxxx> Date: Sat, 12 May 2001 10:36:08 +0200 |
Hi Piero! > >All in all I worked some 50+ hours into this version, hope you see some > >of the benefits... > Congratulatiosn, it's a quite impressive work. > I think that with this kernel you would be able to do a "Breakout" mode :-) Uhm... actually I'm planing something like that :-) A real breakout won't work though, unless I'd totally change the moving routines of the bullets. The problem is that I'm moving the bullets one diagonal space at once. This means I've no information if the bullet hit horizontally or vertically. - So I simply can't tell wether I've to bounce it horizontally or vertically. Next problem is that I flicker the bullets and they continue moving when they're invisible... ...they don't *collide* then... I'm sure these problems can all be solved by some rock-hard collision assumption/analyzing via the coordinates. After I've seen all the work that was necesary to make the obstacles shootable even _without_ bouncing the bullets, I just refuse to do that :-) But what I probably can do is something like this: A non-shootable non-moving obstacle like this: **** **** Y1 **** **** **** **** Y2 **** **** Y3 **** **** **** **** Y4 X1 X2 X3 X4 Now, whenever A bullet hits one of the X coordinates I'd bounce it horizontally and on the Y coordinates vertically. You see, it's a rather simple solution and I can just hardcode that one obstacle into the ROM. If the obstacle was shootable, that simple trick obviously wouldn't work anymore... I'll toy around with that soon... > >- 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? > I would make the hit player fall on his bottom for a couple of seconds. I'll do a mixture of yours and Joes sugestion plus a little secret thing that just popped into my mind... :-) > Nice idea.. and why don't you call the game "Ring of fire"? :-) "Gunfight" > is just too obvious.. Hm... then I'd need a Ring Of Fire level... I'll think about that. BTW: Another thought I recently had was doing the duel-sequence with a 90° shift. That's more like scenes in the movies and will hopefully please Glenn a bit after I rejected this idea at an earlier stage of development :-) 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 -> |
---|---|---|
Re: [stella] Gunfight 2600: The Fin, Piero Cavina | Thread | Re: [stella] Gunfight 2600: The Fin, Joe Grand |
Re: [stella] Gunfight 2600: The Fin, Joe Grand | Date | Re: [stella] Gunfight 2600: The Fin, Manuel Polik |
Month |