Subject: Re: [stella] Have kernel, need game! From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Sun, 22 Jun 2003 09:52:32 +0200 |
Christ wrote: > I think it looks a lot like "Mortal Kurling" except not as smooth > (meow!) Yup, exactly! > What else can you put on screen? The implication from your ideas is > that you can at least put one player sprite. What about more? Can > sprites co-exist with the "caves" or just in the "empty" middle of the > screen ("Mortal Kurling" has that problem, not a lot of cycles left > during the cave walls to put anythign but the player's ship on any > scanlines with the scroller). The current kernel is quite simple and makes no difference between cave and not cave areas. Currently there are 69 cycles free, but I'll need about ~20 cycles if I want the top and bottom caves overlap (switching kernels!) and make the colors move when scrolling up and down. So two objects should be easily possible. And *maybe* a simple missile or ball. > Can the scroll go even faster? Can it be bi-directional? Currently I can scroll up to 1 PF-pixel/frame. More seems to be no problem for the kernel, but the setup code needs some optimization then. It's already quite long and I was planning to spread it over different frames (e.g. odd/even, if possible). Bi-directional scrolling should be not problem, I only need a bi-directional random-number generator (like in Pitfall!). And some extra code of course. :-) > - A racing type game, with no brakes, only the accelerator (scroll > only goes fast or faster or even faster...). Yes, that's probably a good game idea for paddles, isn't it? > Maybe a runaway train? Stagecoach? Yeah, about about a runaway train > and do something like in Nibbler where the train gets longer and > longer so when you move up/down your "tail" takes a little longer to > react and move in line. > You could make the "engine" out of a sprite, but the rest of the train > from PF since they don't need to move as smoothly (maybe). Hm, I think I don't have enough time for that. > Or, you make the train out of a 48 pixel wide sprite, it could be very > flexible and probably long enough. If you can restrict the obstacles > to M0/M1/Ball objects. A little tricky to squeezed said obstacles on a > line with a 48 pixel wide sprite, but possible... Hm ,I *know* I don't have enough time for that. :-) > - Or a running game, say Lola Rennt, the video game. You're always > running foreward, to whatever goal (or being chased) so you can't slow > down. Only dodge (jump over? Say a top-dow view?) obstacles. Sorta a > horizontal Journey Escape (heh, heh). Sorry, but I don't understand how that idea fits to my current kernel. Can you explain that a bit more detailed, please? > - Laser Gates 2003 But we have that already, haven't we? ;-) > - A full on, side scrolling shooter with power-ups, bosses, etc (like > "Mortal Kurling" is eventually intended to be). I don't think the > scroll speed is really an impediment to this). Manic is not a bad > thing.... Yup, that is the more complex approach for the gameplay I had in my mind. 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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