Re: Incoming! WAS: [stella] PhillyClassic, WAS:Climber 5 source code

Subject: Re: Incoming! WAS: [stella] PhillyClassic, WAS:Climber 5 source code
From: Ben Larson <benjamin_e_larson@xxxxxxxxx>
Date: Mon, 29 Mar 2004 08:43:49 -0800 (PST)
Kirk,

The sound-when-you-get-hit is actually what I was
planning on doing next, probably some time this week. 
There's very very little space left, though, so I
don't think I'm going to be able to fit in the clouds
though. :)

I think I agree with you regarding the number of game
options and the select switch sensitivity.  They are
both kind of annoying.  50 rounds to win would be a
major marathon, considering you'd be looking at up to
99 rounds total to decide a winner.

Regarding the flat-plain-on-startup thing, yes I agree
that it is also annoying when you're running in an
emulator.  I will look into it and see if there's
anything I might change about that.

Thanks for the input, by the way.

Ben

--- KirkIsrael@xxxxxxxxxxxxx wrote:
> > 
> > Seriously though...I think it's about ready to
> enter
> > beta testing except for a few missing sound
> effects. 
> > Feel free to d/l the binary and test on some real
> > hardware, whoever wants to check it out.
>  
> > I make no guarantees on when I will address any
> bugs
> > found in testing though... :)
> 
> I think right now the "most pressing" need is some
> kind 
> of explosion animation and/or sound when there's a
> hit.
> The quietly dropping from the sky just isn't very
> satisfying.
> 
> Other thoughts: (mostly from fiddling a bit in Z26)
> 
> -the select switch seems *really* unresponsive on 
>   the title screen (this is under Z26) Are you 
>    checking it every frame?
> -The "defaults" for all 3 emulators I tried put it 
>  in "flat plain" mode which really doesn't show off 
>  all the cool stuff your game is doing. You might
> want
>  to switch it around a bit
> -Arguably, "no one" wants as many game options as
> you 
>  put in.  In particular, it's annoying (esp with the
> 
>  unresponsive select reading!) to have to press so
> much
>  to get to a 2 player game. Ideally, maybe it could 
>  alternate 1 player 5, 2 player 5, 1 player 10, 2
> player
>  10, etc. And maybe just 5, 10, 25 or so would be
> enough
>  option for round count...I don't know what peole's
> tolerance
>  is for # of rounds, but 50 seems like quite a
> lot...
> 
> Anyway, I know what a grind it can be to get
> criticism
> and suggestions when you really want is coplements,
> and 
> there is quite a lot to complement in this game.
> Your 
> kernal is really quite nifty, I got some idea from
> JoustPong 
> how careful you have to be to have a really flexible
> playfield.
>  
> And like your journal says, a cloud wind meter would
> be 
> quite nifty, though (i'm guessing) you'd have put in
> 
> sprite repos between the lowest location of the
> cloud
> and the highest of the player. (Heh, i wonder if you
> 
> could replace the directional arrow with a
> recognizable
> windsock :-) You might be too low on bytes for that.
> 
> -- 
> KirkIsrael@xxxxxxxxxxxxx    http://kisrael.com
>    "God made everything out of nothing, but the
> nothingness shows through." 
>          --Paul Valery 
> 
> 
>
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