Subject: Re: [stella] Climber5 prototype...comments??? From: Dennis Debro <ddebro@xxxxxxxxxxxxx> Date: Fri, 1 Nov 2002 12:01:19 -0500 |
Hi Albert! > Okay, I finally had a chance to play this yesterday for a bit, using both > StellaX for Windows and Z26 (running in Windows 2000). In Stella, the ball > is not visible, so there was no way to advance to the next level. I never tried this with StellaX. The ball is actually a ball object. Does anyone know if StellaX has a problem with displaying the ball object? I don't think I'm doing anything illegal to display it. > When I fired up the > game in Z26, the moving walls were not positioned on the left side of the > screen, but were instead about 3/4s of the way over to the right. > Yeah, I thought that was okay because really a title screen should be displayed until you start the game :) > When I > hit Reset, they were then positioned correctly and operated as expected. > And the ball was visible. :) > > However, the game was running very slowly in Z26. I have that problem with Z26 using NT and XP. I think the original speed is okay on the real console. > Gameplay-wise, I agree with Manuel's comments about not always being able to > get the ball without dying. This virtually guarantees that the game will > force you to die at some point, no matter how well you've mastered the game. > And for me, this is pretty frustrating. However, I'm sure this can be > addressed by deviating a bit from the original game. :) > > Also, is there some reason why the moving walls need to go in one direction? Not really, I just did it to keep with the original A8 game. > It might be interesting if they could move either left or right, instead of > always from the left. Then perhaps ball placement at the top could be > somewhat randomized, rather than always stuck to the left on that top row. > In addition, maybe you could add some additional gameplay elements, like > "bonus" items to pick up, such as one that might cause the walls to freeze > for a few seconds. Maybe another could "teleport" you up a row or two. Or > slow the walls to 1/2 speed. Or make a few of the walls "disappear" for the > rest of this level. And there could be bad ones also, say, one that puts you > back at the beginning of the level, or (*gasp*) doubles the speed of the > walls. You could represent these items fairly simply, even as big-honkin' > pixels that only vary in color. > > I think the game's coming along quite nicely and I look forward to your > continued progress! Keep up the great work! WOW!!! Thanks for the suggestions Al. I like all of them. Now I have to figure out how someone with my little experience can implement them :) I have to agree that these elements would make a good game GREAT. I'll take all of these and put them in an archive of things to do. ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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