Subject: Aw: Re: [stella] Bounce! demo From: cybergoth@xxxxxxxx Date: Tue, 5 Aug 2003 15:42:18 +0200 (CEST) |
Hi there! > Currently, a level takes 41 bytes in ROM. That's not a very good number to > fit in 256-bytes pages, but I should still be able to fit quite some levels > in a 4k rom. If I get an almost reasonable 1.5k for the levels, 36 will > fit. > Would that in your opinion suffice, or should I start thinking > bankswitched? No. I want more. Please start thinking bankswitched :-) An idea: Once you've finalized all gameplay mechanics, you could write a little Level editor creating a little testing binary and release this to the public. Then set up a reasonable deadline and promise "the best <x> (working!) levels submitted until <date> will be included in the final binary". That way you should get some 200+ levels to choose from in less than a month ;-) > Manuel also wrote: > > I had ideas for a few more tiles. You have those > > *stable* tiles, so I thought of semi-stable tiles. They > > could start with Roman numbers III,II & I for example > > and then countdown on every jump. Jumping on a I once > > more would turn it into a *normal* tile and then it'd > > disappear... > Eheh I also thought of such a tile (it's in the TODO stuff in the souce's > header :).. I'll just have to see how much free ROM I'll have since every > tile will require its own graphics...! > I'll work on it! Oops. Didn't see that, I'm sorry. After thinking some more of the idea - when bumping the "I", it should already disappear. That way the number is clearly the # of bumps this tile will survive. And (again I didn't check the ToDos) how about teleporters? :-) 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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