Subject: Re: [stella] Gunfight 2600: The final Kernel Part 3 From: Manuel Polik <cybergoth@xxxxxxxx> Date: Thu, 09 Aug 2001 22:35:02 +0200 |
Hi Glenn! > Wow, I haven't looked at the Gunfight game in a while. /me too :-) > I'm glad you didn't go with the other perspective. Perseverence really pays > off. Thanks! (On a side note: I dropped all elements I was thinking *loud* here about adding Breakout-like stuff. I came to a conclusion that this'd be too far from the original gunfight/outlaw gameplay) > It didn't sound like you'd be able to get this far with this > orientation. To be truthful: I wasn't too sure that it'd 'work out' in the end either. And I owe Thomas a lot for me helping me to push the kernel that far. > This kernel looks like it can pretty much do everything Outlaw can do but > with the nicer smaller sprites and multicolor. Yep. Doing a better Outlaw was one of the main factors motivating me. Plus I wanted to have all the best elements (and more!) of any Gunfight/Boothill, Outlaw & Showdown game ever made. (On a side note: Without stripping much more than the music, the actual Gunfight 2600 would still fit in 2K :-)) > Some questions and comments... > How many bullet speed options are there? The default one is pretty slow and > easy to dodge. There's two speeds, normal and doubled, accessed via one of the difficulty switches. The fast bullets only work in the non-shootable levels That are, (numbered from startup) the levels 3,4,7&8. > Is there a "no bounce" option so that bullets don't bounce > off walls? The vertical bounce is a must, otherwise the diagonal bullets wouldn't be able to cross to the other side of the screen. If desired I can turn of the horizontal bouncing on/off via the bw/switch. (that's the only switch currently unused) > Why not make the refill cartridges show up in random places? Maybe an > option? They already have a vertical randomness. Again: I can add horizontal randomness too, if this'd be a desired option. I just thought vertical might be enough :-) > Can you shade the background around the score area, to give it a sunset ala > Activision? It will help partition the screen between the score and the > main playfield. Possibly. At the moment the routine is a one line kernel, but dislaying two lines. At the cost of doing a real two line kernel here (i.e. ~ doubling the required ROM), I might be able to do so. I'll further investigate that. > Can you change the score font to give it a more western look to it? I can try too, but I fear that's hard to achieve with the limited 8 pixel width. I'll analyse some C64 games to see if I find a western 8*8 charset... anyway, thanks for your input! 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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