Subject: RE: [stella] Warring Worms Final Debug From: "Billy Eno" <ceno@xxxxxxxxxxxxx> Date: Sat, 9 Feb 2002 20:11:15 -0600 |
Glenn, I think the way it does it is a little wierd too, but I flat don't have enough RAM left to deal with it. I don't mean I couldn't go back and flog a few bytes out of it, I just don't want to restructure the game (again). Anyway, other games have used the console switches in a different way. Starmaster use the B/W switch to switch between screens, for example. Your probably right about it needing to be changed a little bit. But, the way the game figures out what to do and what not to do is pretty thoroughly entwined with the various ways to select different game styles. I hate to just cop out on a good suggestion like that, but I am really ready for this game to be done :> BTW, I am using BCD mode for the game select, so I am limited to 99. And the total number of game variations is 80*2*2*2 = 640 variations. Thanks for taking the time to look at it for me, I do appreciate it. Regards, Billy > -----Original Message----- > From: owner-stella@xxxxxxxxxxx [mailto:owner-stella@xxxxxxxxxxx]On > Behalf Of Glenn Saunders > Sent: Friday, February 08, 2002 1:10 AM > To: stella@xxxxxxxxxxx > Subject: Re: [stella] Warring Worms Final Debug > > > At 08:31 PM 2/7/2002 -0600, you wrote: > >Left difficulty: A=Fast B=Slow > >Right difficulty: A=Hard (player can turn back on himself and die) B=Easy > >(player can't turn back on himself) > >Color = Enable Missiles B/W = Disable Missiles > > I don't think using the console switches like this is the right > approach. It's not the standard way to do game variations, at > least. Reserve difficulty switches for ONE rule so you can handicap one > player over another. The way it is now, all rules are global to bother > players. If players are of different skill levels, you can't even the > playing field that way. > > You should do a game matrix on all the others. > > For every bit of rule to turn on or off, you will need twice as many game > variations as you have now. > > As long as the requirements don't exceed 256, you shouldn't have any > trouble encoding it into your game because you're probably reserving a > whole byte of RAM for the game variation. > > Do it like Space Invaders and have it so that if you hold down select and > reset at the same time, it cycles through the variations faster. > > > Glenn Saunders - Producer - Cyberpunks Entertainment > Personal homepage: http://www.geocities.com/Hollywood/1698 > Cyberpunks Entertainment: http://cyberpunks.uni.cc > > ------------------------------------------------------------------ > ---------------------------- > Archives (includes files) at http://www.biglist.com/lists/stella/archives/ > Unsub & more at http://www.biglist.com/lists/stella/ > ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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