Subject: RE: [stella] Generic kernal or just build a game? From: stella@xxxxxxxxxxxxxxx Date: Sun, 28 Mar 2004 12:06:47 -0600 |
> 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. Thanks! I'm very right-brained, so aesthetics are a big deal for me... even in the early stages. > 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!) Hooray! It worked on a real machine! :) Thanks for trying it. > What are you using to "randomly generate" the brick layout? The second routine here: http://www.biglist.com/lists/stella/archives/199610/msg00032.html (And how I wish I'd been on this list when Jim Nitchals was a part of it.) > It can be pretty simple, and adds *a lot* of flexibility in playing > with the physics. All the ball math is 16-bits now. > 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. It's simpler and faster. I guess the EOR+1 method just mentally felt more like how the 6502 was supposed to do it. :) I'll try to transition to the faster/shorter way. > 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. I'm always interested in ideas for gameplay features. I definitely want there to be neat little triggered events. The ball catching is a good one... maybe the paddle would change colors when it becomes sticky. Hold button to catch, release button to...er release. > 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 :-) I'm running hot at this point and fear burnout, but I just can't stop coding every spare moment I get. I don't want to speculate on when the game will be finished. Setting any kind of deadline only serves to make it seem more like work instead of fun. :) > Or, "Reflects"/"Reflex"/"Refleks" or something like that? This is scary. I changed my root filename to "reflex" this morning for the same reasons you listed. Great minds! I was going to post a binary and source, but want to fix a kernal bug I found. I'm burning one too many cycles in the left half, causing the center two columns to always be the same. (Reset the previous binary a few times to see what I mean.) Thanks for your detailed feedback. -Lee ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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