Subject: Re: [stella] Star Fire: Advice on radar needed From: Manuel Polik <cybergoth@xxxxxxxx> Date: Wed, 16 Oct 2002 22:56:43 +0200 |
Hi Chris! >On Wed, 16 Oct 2002, Manuel Polik wrote: >> I'm currently doing the radar screen and have some >> positive results, as you can see in the attached BIN. >wow. I like it! Thanks! >> Now my idea was, to reduce the radar to 50% of the >> current size and to make it part of a 6-char display. >> An advantage of this would be, that it'd be completely >> without any flicker. >I actually like the flicker! >It adds to the "electronic instrument" feel of the radar. Hehe, that's cool, yes. Sometimes it even gives you "phantom readings" :-) >But are you displaying the starfield too? I've shot all the ships, but >there are many objects left in the radar display. These are very >distracting for me.... Ooops! Phew, I was so busy with the radar, I didn't even try shooting... What you see are the ships. They're still there, but invisible. You'll notice that the Radar even shows your own shots :-) I'll fix this, right now it's displaying everything all the time... >I think I'd like the radar above the viewport. Could be just my Defender >brainwashing coming back to haunt me though. :) :-) >How are you doing the >radar? Is it a 6-digit routine? I have absolut ship positions ranging horizontal from 0- 255 and vertical from 0-127. What you see on the big screen is one quarter of it (0-127 / 0-63) For the radar I basically just LSR those values :-) Right now the complete radar is drawn with the ball, actually it's just a minituarized version of the big kernel. >Is there time to draw other things with >the playfield? Fuel guages, damage indicators, other instuments in general. >I don't know exactly what you're going for, so these might be useless... Well... one is leading to the other. With the current display I fear I can't display too much other stuff. Maybe I can display 1-2 sprites on the left side of the radar. Depending of what I can display, this might turn into game features... hm... :-) Some of the gamplay mechanics of the Star Fire arcade I don't like. For example when you dodge enemy fire, your laser get's heated. Strange logic. Kind of like refueling in Scramble by bombing the fuel-tanks :-) Another thing, in the arcade you insert coins to buy fuel. If you shoot enough targets, you get extra fuel for free. Actually you always die on the time-limit, not by gettting destroyed. Another thing that needs to be adopted for the VCS version... I'm currently thinking about rather doing real attack waves, maybe enemy waves alternating with asteroid fields. I wouldn't need laser heat and fuel gauge then, But something like a timer backed shield system. So I should at least find a way to display the current shield state & score. At the moment, this seems to be the minimum I _need_ to display and it seems it's already the maximum _can_ display :-) 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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