A lot of work has been put into the raining in Quest of the Cranberry for the Channel F. And since I added a snowflake falling in the snow level, that too. The gist of the random number generator, I think, is this:
1. Generator gets number between 0-255 in a certain table of numbers (that seems random) that the lookup point increases by one if you add to it.
2. Make the number be between 10-73 with some code.
3. Put said number into the x position of the raindrop or snowflake.
If you're using random numbers in a game (whether it be Channel F, or Atari 2600, or anything else), it's not really random numbers. You're just looking up a certain number in a table to use as the value for your number. The trick is, you can change the table (there are only a few different tables, though), or the starting point. That is what makes it seem random. I knew this, but the snag was I didn't know how to program it to do that. But I think I figured it out.
In version 39 which I posted on the game's website, I made it so the x position is random when you start at the left side of the screen. I debated whether or not I should do this, or put the raindrop/snowflake at the right side of the screen so the player knows it's raining. But I figured I should make it random because right now it's really kind of hard to lose health. This (and Frank the Fruit Fly) is a game where sometimes the player has to figure out how to advance, and sometimes the player has to play it like a normal video game (like dodge stuff).
What's next is a very fast moving yeti-type character that moves randomly (again with the "random" numbers) around the screen and you need to avoid running into it. I expect this will be challenging to program. I need to design a Yeti, which is kind of hard since I can only have a 6x6 character. So we'll see how that goes. I'm thinking perhaps I can make it look like E.T. Should I make it green? Choices, choices...