Subject: Re: [stella] Seawolf: Day Fifteen From: Manuel Rotschkar <cybergoth@xxxxxxxx> Date: Tue, 03 Feb 2004 13:52:27 +0100 |
Hi there! > I'm going to have to try the real thing on Mame and > compare the timings and such but the explosions seem > closer to my recollections now as far as timing goes. The general timing should be close. A difference I made is that I don't have the sub and the PT boat sinking, but exploding, as I couldn't fit more grafics into a page. That's also what the 8-Bit version does, it has only explosions and no sinking at all. > I know in the original didn't it superimpose point > values? True. But I can't display any sprites above the ships. And the sinking animation is the same for all of the 24 pixel wide ship types, so if I'd scroll in a score there instead of "void", all ships would have the same score. > Also, your mine spawning routine should probably > prevent stacking of the mines. Right now it's pretty > common to see two mines overlap eachother. > You should enforce some kind of minimum distance. Good point. I'll take care of this. > Also, you might want to think about doing double or > triple-copy mines ala Space Invaders to help clutter > up the bottom. This would complicate the kernel, I > realize. It's just that right now you can only have > two mines per level and the coinop may have done more. Hm... I think I do it almost exactly like the arcade here, at least I haven't seen it doing more than two mines per level so far. Only difference I see is that in the arcade mines are popping in in the middle of the screen, wheras I let them all slide in from the border. Also I let the mines in he middle run into the other direction. In fact, the mines kernel is dead simple, I could easily do tripple copies here. I opted against it, because now I'm more flexible here. Instead of a mine, I plan to launch supply boxes there as well, so you can occasionally refuel and rearm your sub. > Other than that, I guess the next step is to make the > score dynamic, right? Yup, that's one of the remaining tasks. I'll also soon add the SFX engine I wrote a while ago and the final steps then will be gameplay tweaks and introducing a difficulty ramp. > BTW, as you may know, the original Sea Wolf 1 used an > analog control on the periscope. You were controlling > a crosshair. Isn't this also the case in SW2? It is, yes. I recently found flyers of both arcades (There is a homepage focused on collecting Arcade flyers somewhere) where both cabinets are pictured. It seems like the sequel was using exactly the same kind of periscope controlers, only two of them. > I'm assuming paddle control is out of the question > here, right? This was the first thing I thought of when Thomas gained me the big bunch of cycles with his DCP-Missile code. I didn't think it'd work too well though. If you carefully trace the way of a torpedo, you'll realize a certain kind of jerkiness in it's movement, coming from the repositioning lines, where the missile code isn't executed. Now I feared that the very same jerkiness would also be introduced into the paddle movement. Well, anyway, the cycles have now been used up for the animation of the water... :-) 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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