Subject: RE: [stella] Generic kernal or just build a game? From: KirkIsrael@xxxxxxxxxxxxx Date: 28 Mar 2004 16:34:39 -0000 |
(I kind of mixed and matched from previous posts of yours:) > I began working on this game concept last night and development's been > surprisingly smooth. Wow, that's like one night of work? It looks *great*...I think some of its an excellent choice of colors (heh, I was trying to remember what the color scheme reminded me of, and realized it was "half life", the orange and grey) and also the ball is nice and big. Actually, I ammend that: I just supercharged it...works great, but the background is maroon, the other colors seem ok (well, not sure about the ball color) On the other emulators the colors for playfield, border, and bricks all seem fine. I don't know if you're prone to the same rookie mistakes I was, but make sure you're using "#" before your constant val references....(and don't be shy about sharing source!) What are you using to "randomly generate" the brick layout? > I think I see subpixel movement in my future. It shouldn't be too difficult > to retrofit my existing code... err... but I've never played with 16-bit > negative numbers in assembly before. It can be pretty simple, and adds *a lot* of flexibility in playing with the physics. Incidentally, I think I'm likely to multiply by negative one by subtracting the current value from 0...sometimes that just seems simpler than doing the 2's complement magic. And I suspect you'll need to slow the gameplay way the heck down, at least at the easier levels. That's what subpixel fixed-point math really let JoustPong do. > As for the deadlocking, the kind that you see in the binary I had included > shouldn't be a problem. I'm more concerned about a mostly-cleared board > having 1 or 2 unhittable bricks. In that case, a gradual velocity > shift/increase should do the trick. Also, I think adding english to the > paddles will be easier with subpixel movement. Yeah, I was wondering about the English, if the ball's angles were going to be fairly fixed. Again, looking at JoustPong (which does have some aspects in common, reflecting bars, ball angles, walls being eaten away)--I still think it worked pretty well with 45 degree angles, though making it dependent on the player's speed at collision was an important improvement... (but it then had to be tweaked not to go too slow or too fast vertically.) Huh, just brainstorming here...if it turns out that "get the last few bricks" becomes very annoying, with the board just going on and on....maybe you could make it so every, say, 10 succesful hits, the paddles start flashing and then the player can catch the ball by holding the firebutton, ala Warlords. It would be interesting to see the ball "hugged" by the paddle and whipped around to the other side of the playing area, then released...some possible math trickiness there, come to think of it. Anyway, that would probably best be served by a "traditional" pong rule where the angle the ball leaves the paddle at depends on how far from center it is, as if the bat had a convex surface. Also, one thing I fudged in JoustPong but you might want to consider: should the X and Y speed be linked, ideally via some kind of sine/cosine lookup table thingy? In JoustPong I treated them totally independently, which worked ok with the other tweaks. And for normal reflection, just inverting 'em seperately is fine...I guess this is more an issue for fanciness with the paddle bounce. > Thanks for the feedback (and for listening to me think out loud). Hope some of this is useful. I'm trying to be a better stella citizen, in my own no-6502-genius-way; back when I was working on JoustPong, I didn't want to be distracted, and when JoustPong was on hiatus, I didn't want the reminder that I wasn't working on JoustPong :-) >ps: Please ignore the filename. I have no idea what I'm going to call it. (yeah, "pinblah" isn't too motivating, really :-) >Suggestions welcome. Thanks! What was the original 8-bit computer game's name? The only name that has come to mind so far is "Breakin", as it's kind of an introverted cousin of Breakout. Or, "Reflects"/"Reflex"/"Refleks" or something like that? Something that has both the idea of the ball reflecting off the bricks and bat, as well as the reflexes needed to play... -- KirkIsrael@xxxxxxxxxxxxx http://kisrael.com "Sorry Rob. I don't think 'Being a Dork' qualifies as being a performance piece. And bringing in your laundry hoping someone will do it for you is not a multimedia installation." ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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