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Xybort (part 2)

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atari2600land

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I finally got the score in the game. I went to sleep at about 11 a.m. and woke up at 9 p.m. And I'm still sleepy. It's still just a title screen, but it occupies about 900 bytes. So if I'm using stuff like this all the time, the game itself has got to look fairly simple. I think I'll make the enemy ship a character, sprite 0 is your ship and sprite 1 is your missile. And since it needs to look simple and I can't really get a scrolling effect with it, I'll need to make it look more like Astrosmash than Xevious. Sprite 1 is the missile because you can't check WHICH character you hit in the collision detection code. So I'll make the thing to check collision be the character. And I'll check if it gets hit by the missile or your ship.

 

Well, I guess you could check to see which character you hit if you compare the x and y positions after a hit has been detected. This is going to be tougher than I thought. Luckily the title screen is DONE. And I can warp back to it when the game ends. I put a special variable to check to see if the game has started yet, and if it did then it goes back to the title screen rather than my intro. Because if I tell it to go to that bank it will start at the beginning of the bank.

xybort2.png.b217a2912b4ff410afd1647ad2a598b0.png

 

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