Subject: Re: [stella] Seawolf: Day Fifteen From: Manuel Rotschkar <cybergoth@xxxxxxxx> Date: Mon, 02 Feb 2004 17:43:40 +0100 |
Hi Glenn! > The explosions look good, but I think at least on the > original Sea Wolf the ships sink at least twice as > quickly as you have them sinking. They're now sinking four times as fast. It feels right now. > Also, I have an idea for the sunset. Do you think you > could pull an Enduro and have the sun actually set and > then you have to shoot blind or with audio cues? Then > the sun comes back up. While I like the idea, it is somewhat overkill for the display. Different color schemes had to be worked into 6 different display kernels, plus into the spaces between these. Also, an additional color scheme would requires another 100+ bytes of ROM for data only, plus a lot more for all the additional code. Also, I'm uncertain about the value this'd add to the gameplay. Just a darker color scheme wouldn't change too much, yet making it pitch black would probably render it unplayable... > The music sounds a lot better. Thanks. Certainly no match to Pauls magic, but I didn't want to bother him doing yet another cover version. Also, I wanted to write a new driver for a long time. I really like how it turned out. It's fully patternized and allows sequencing, so it can work with very few data. Yet it's only using 4 bytes RAM. I plan on an improved version though, as right now it doesn't support ADSR curves. Oh, before I forget, I also added collisions with the mines, so the basic gameplay is there now. 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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