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Vuts.


atari2600land

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So I added a Vut to the game. He floats across the screen, so the only way to avoid one is to jump over it. I spent last night coding the jumping part and this morning coding the Vut part.

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The vut flaps his wings as he moves. He starts at either the right side of the screen and moves left or starts at the left side and moves right. Why he flies is because I needed him to start not on top of the platform because the Zyx might be where the Vut starting point is. So I needed to move the Vut starting point off the platform and the only way I could allow that is if the vut could fly somehow. So I added wings to the vut and made him able to hover over the platform.

 

This game is getting more and more complicated, but I still am not sure it's all that hard or not. Perhaps I'll add some more fruit to the game next. Strawberries are better. I'll make the blueberries turn into strawberries at 50 points. And then change it to another fruit at 100 points and so on. Purely aesthetic, no extra points or anything. I changed the five digit. I didn't like the way it looked either, but now I'm happy with it. The last comment about it looking like a cake struck me as odd because I was going for the look of a platform from Super Mario World, and I thought I had succeeded. Oh well. I guess he can be on top of a cake in the middle of the Green Bakery.

 

I'm not sure how many different "sprites" I can have. I'm guessing 255. If so, that's an awful lot. As the game stands I have 26. A couple aren't being used, but if I were to delete them, I'd have to look through the whole 1,800-line code and change sprite definitions. So it's staying this way. I'm surprised at how the game doesn't flicker an awful lot despite characters moving around in it. The Channel F is fun to code for, I just wish it had more colors. 16 like the Intellivision would have been nice.

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