Philsan, on Sat May 29, 2010 2:15 PM, said:
Thank you very much!
1) I think the game is already hard enough (but PAL 50 version is slower), in particular because it's not easy to stop horizontal movement and the landing pad is only one pixel wider than LEM.
2) The last score remains in title screen. I am not familiar with high score contests. Is it necessary to take a screenshot of the last playfield?
3) If you know Depeche Mode, this is the reason why the music is familiar! I used Visual bB Music Editor to enter the score. It would be necessary a more skilled person than me!
4) Thank you, but Atari doesn't allow us humble programmers to credit ourselves!

Perhaps I should add an easter egg when someone reaches 100000 points!
I would be glad if you check NTSC's colors.
For high score contests, yes a screenshot is often wanted. You should know that the last score does not appear to remain on the title screen as you stated. This isn't a bad solution though. I would definitely implement it.
Philsan, on Tue Jun 29, 2010 5:10 AM, said:
As written in post #12, landing pad is a ball, so limited to a maximum of 8 pixels (and with playfield color).
The game is not easy because it is fast and the horizontal movement very sensible.
I will try to do something.
BTW, can someone test on his NTSC TV if reds (asteroid, score, fire) are ok and not too dark?
When you land safely the top of the L.E.M. blinks.
What is the color?
It should be light green.
Ok, I checked the color of the landing light on my 7800. It does blink green. The asteroid is red, as is the score. The landing pad can sometimes be a little hidden, but not terribly so. On my LCD it's pretty obvious. I have no idea what it would look like on a standard tv.
I agree with you about the physics of the game. I think they are actually spot on. It'd be a shame to mess with them.
Here's some ideas on solutions to the difficulty thing. The game is quite challenging and fun as it is. Variation would be welcome, but it doesn't necessarily require it. I think it stands as it is very well.
But I figure I might help brainstorm a little in case you wanted to do something with it. You can always use the game switch to switch to various versions of the game. A lot of Atari games do this. Example: 1. vanilla as it is now, 2. difficulty increasing game 3. different difficulty increasing game, etc. If you liked, I'd get a kick out of writing a manual for it.
I'm not a programmer, so judge based on what you can do. I'm just throwing out ideas.
1) Use the difficulty switch. Let A be as it is now and B with two balls (twice as wide) as the landing pad. Two balls would make it a whole lot easier to play, but if you added things to adjust the difficulty as you play progressively, it could be offset.
2) To increase the difficulty, you could populate with two or more asteroids at some point after X number of successful landings, making dodging harder.
3) Make the speed of the asteroid increase after each landing (with a limit on how fast it could get of course). Perhaps slow down its current speed to start with to make it a little easier to start off.
4) Make sure there's a score that will achieve a free life. (I assume that the less fuel you use, the bigger score you get.)
5) How about after a successful landing, a take off instead to dock with the command module at the top of the screen. It could start by not moving and later be moving. It would have to be slow moving of course. A failed dock means you have to land again, but a successful dock would be twice the points of landing. Or maybe an extra life? I like this idea because it reverses the game a little and forces the player to use the game physics differently.
Anyhow, just ideas.
Edited by Lendorien, Tue Jun 29, 2010 10:48 AM.