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Mallard Hunt


Retro Lord

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Nice job on the hunter! A bigger crosshair might help. Or, maybe when the shot is fired you could change the crosshair to a 8x8 square of random pixels to simulate a shotgun. That would probably look really cool. It might take some skillful bit manipulations to get a decent looking shot pattern, but I bet it would be worth it. Not to mention a good exercise in programming.

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Well, I've done a little twist on the dog. When you lose all your shots a duck comes up from the grass and flips you the bird, laughing as he sinks back into the grass to hide. This is turning out to be a pretty good game. I'm glad I got some thoughts on the game so I could improve it =)

 

Namnloumls_zpsdf8dce95.png

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Just played it a little, its starting too look pretty good. You might try something different with the AI, the figure 8 becomes a little too predictable. The AI in my game isn't perfect either, and I had hoped to tweak it a little at some point in the future, but it is essentially a timer which triggers a random number generator and the resulting number decides what the duck's next behaivior will be. For your game using your existing AI for the first two or three ducks might be a good idea but after that have a collision with the edge of the screen trigger a random number generator and have that determine what the next direction of the duck will be.

 

I like the hunter he adds a lot to the game. One other suggestion might be to have the ball go quad sized when the trigger is pulled, for beginners, you could toggle this with the difficulty switch.

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I'm sorry I haven't updated this in a while. I've been sucked into a game called Monster Hunter for the 3DS. But I managed to get away from it's grip for a while and I'm working on updating Mallard Hunt. I've hit a glitch I'm not sure to why it happens.

 

I've made a random number generator so the ducks bounce either left or right when reaching the top or bottom of the screen, but now they no longer bounce on the left or right edges of the screen. Any ideas why?

 

the p counter is to check if the game is over or not.

the a and b counters handles the bouncing.

 if p=0 && player0x>133 then a=2
 if p=0 && player0x<15 then a=1

 if p=0 && player0y>72 then b=2
 if p=0 && player0y<15 then b=1
 if player0y<15 then m=(rand&1)
 if player0y>133 then m=(rand&1)

 if m=0 then a=1
 if m=1 then a=2

Sourcecode - Mallard Hunt Source.bas

Edited by Retro Lord
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