Re: [stella] Jumpman Experiment

Subject: Re: [stella] Jumpman Experiment
From: Nick Bensema <nickb@xxxxxx>
Date: Thu, 2 Dec 2004 15:30:02 -0700 (MST)
On Thu, 2 Dec 2004, Lee Fastenau wrote:

> > I'm a bit clueless here anyway, what would you guys think about collission detection for a Jumpman level? Just to have him move around. How for example could he walk up or down a ramp or detect that he's near enough to a ladder now?
> You could have up to four collision states: none, ladder, platform, ???.  If you update the player position every other frame, then you can set two collision bits, one per frame.  Right now, two high bits means platform collision.  One high bit would mean ladder collision.  Two low bits means no collision.
> Beyond that, I'd have to think about it some more. :)  A lot of it depends on how the real game works... which I haven't played in at least 15 years.

The real game works like this -- there were four colors in the 8-bit version:
background, platform, ladder, and gem/bomb/circle/whatever.

The platform color doubled as the climbing-vine color, and the ladder color
doubled as the sliding-down-vine color.  I suspect the logic wasn't much
different for the climbing vines.

What's more, if you remember, Jumpman had an extra scanline of black "feet".
These would provide an aesthetically pleasant outline between the feet and the
floor, and probably also played a part in the collision detection logic.

Nick Bensema <nickb@xxxxxx>   ICQ#2135445
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