Re: particle cannons (was Re: [stella] More flicker, please)

Subject: Re: particle cannons (was Re: [stella] More flicker, please)
From: Manuel Polik <cybergoth@xxxxxxxx>
Date: Tue, 08 Oct 2002 09:32:57 +0200
Hi Christopher:

>>The problem with pure shifting is the crosshair, I 
>>didn't find a general rule to compute the whole PF 
>>appearance in a reasonable # of cycles on the fly.

>Do the crosshair on an overlay?

Hehe :-)

>Seriously, a couple thoughts - Do the "missiles" 
actually have to appear on the same scanline as the 
crosshair? Won't the motion towards the center lead the 
viewer to assume they're continuing to the center even 
if they stop a scanline before? Particularly if they hit 
something, there's no need to worry about it.

It's just too much to do during too few cycles.

I'd preload two RAM bytes and would need to rotate them 
every nth. line towards the center of the screen, within 
a certain range. Then I'd blank it in the middle section 
and on the bottom of the screen, I'd rotate it back 
within a certain range. That alone is killing the idea, 
even without the extra check for the crosshair in the 
middle :-)

>Another thing, you know how in Battlezone the sights 
change when there's an enemy tank in the crosshairs? 
Could you do something like that but change the sight 
while firing to get them out of the way?

Actually I did just that when experimenting with the 
collisision detection. I can easily reinstall the 
effect, if like to see it. I even spent some thought to 
missuse that effect for doing the tracking-aid of the 
original arcade - only I never really liked that strange 
behaviour of it, when it was *controling* your ship.

But to indicate wether the enemy ship is in *hitting 
range* might turn out nice.

>What if you did an effect where the crosshairs pulse 
(fade in and out), and time it so the crosshairs are 
"off" every time a missile reaches the center?

Then the stars would pulse too.

>(Or take some combination of the two and animate the 
sights so that they're always out of the way...)
>Probably all way outta left field and just more 
trouble, but....

No, all feedback is good feedback. I always try and 
think about everything people are suggesting.


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