Subject: Re: [stella] 2nd Resend: Warring Worms is Back! From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Sun, 20 Jan 2002 09:43:26 +0100 |
At 20.01.2002, 00:35, Billy Eno wrote: > That's an interesting idea, I'll have to see if I have enough cycles to do > it. Otherwise, it usually equals out in 2-player mode (it happens to both > players at the same rate). Still, it's a bit unfair. > What is happening there is that every so often the computer moves randomly > (with out "seeing" a block ahead). Sometimes it turns all the way around > for whatever reason and then fires on its own tail. IMO you should tweak AI here, as it looks to stupid when he is running into it's own tail. >> It's also still (very rarely) possible to shot through the opponents >> head without hitting him. > This happens on both the emulators and the real machine, because I use the > collision registers, and the missiles only move in one block chunks, > occasionally you can "just miss" the head and hit the tail behind it (think > "feature"). Precise collision detection is, what makes the difference between good games and many not so good games for the 2600. :-) Perhaps you should redesign that "feature". I think smoother missile movement would solve the problem. Or just let the heads move in one frame and the missiles in a different one. >> What about a little death animation? > Another good idea, I may even have enough space to do it (I have about 100 > bytes left) I'm sure, that's more than enough. > But don't you just _neeeed_ this cart? :> I still even don't have a cart from my own Jammed game. :-) Have fun! Thomas _______________________________________________________ Thomas Jentzsch | *** Every bit is sacred ! *** tjentzsch at web dot de | ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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