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Colony 7: Return Fire!

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Cybergoth

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Hi there!

 

Yup, you may have guessed it from the title, Chris is not the only one back on track! My 2006 summer vacation finally started as well! :lol:

 

Well, as the title says, I resolved the particle storm from Colony 7, and implemented some real return fire for the Alien fighters. It's just that right now, since there's still no AI code, so I just have the lowest fighter firing shots downwards:

 

Source + Binary: lamphand5050.jpg

 

It seems I will have 2 bytes for each fighter remaining for AI, but I'm also a bit clueless on how to implement it. It should be close to the behaviour of the Arcade, but I yet fail to see "the math" behind it. They generally seem to move in circles with some strafing runs on the bottom part of their loop, spiced up with some erratic unpredicatability. If anyone has a suggestion to mimic this behaviour within 2 bytes worth of logic per attacker, let me know :)

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Cool! Glad to see this being worked on again. :)

 

I don't recall, but were you planning to add the player's smart bomb somehow?

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I hope this one gets completed i need this one to add to the" Atari Tatio Collection"(Space Invaders,This Planet Sucks!,and Crazy Balloon".

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It is surprising that we both revived our projects at the same time :) Nice to see some progress on this game - as with Juno First the main kernel seems to be essentially done, there is just a load of tuning required.

 

Chris

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If anyone has a suggestion to mimic this behaviour within 2 bytes worth of logic per attacker, let me know

Well, you also have two bytes for position, right? And one byte for enemy type? That's plenty. ;)

 

Looks to me like you could mimic the circling behavior with just 2 or 3 bits; one bit for L/R direction and 2 bits for vertical direction/speed. Change those parameters occasionally (randomly) for some unpredictability, add bounds checking for the edge of the screen, and you're set.

 

Use one bit for state (circling/strafing), and then a counter (probably just need 4-5 bits) that is decremented every n frames; when it hits zero switch state to "strafe", then set the counter to some appropriate value and have them dive down, decrementing the counter every n frames, when it hits zero stop diving and start shooting. Continue moving L/R until reaching the edge of the screen, then transition back to circling.

 

My two cents off the top of my head. :)

 

EDIT: On another note, it doesn't look like you can move diagonally U and L. ?

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I hope this one gets completed i need this one to add to the" Atari Tatio Collection"(Space Invaders,This Planet Sucks!,and Crazy Balloon".

 

There's also Phoenix, Polaris and Frontline :)

 

Well, you also have two bytes for position, right? And one byte for enemy type? That's plenty. :D

 

Also one for current direction :)

 

Looks to me like you could mimic the circling behavior with just 2 or 3 bits; one bit for L/R direction and 2 bits for vertical direction/speed. Change those parameters occasionally (randomly) for some unpredictability, add bounds checking for the edge of the screen, and you're set.

 

That's already close to what I have now. The "direction" byte stores in 4 bits a virtual joystick input.

 

Use one bit for state (circling/strafing), and then a counter (probably just need 4-5 bits) that is decremented every n frames; when it hits zero switch state to "strafe", then set the counter to some appropriate value and have them dive down, decrementing the counter every n frames, when it hits zero stop diving and start shooting. Continue moving L/R until reaching the edge of the screen, then transition back to circling.

 

My two cents off the top of my head. :)

 

Good plan! Thanks! :)

 

EDIT: On another note, it doesn't look like you can move diagonally U and L. ?

 

Hm... I can do anything what a joystick controlled fighter could do, so all 4 diagonals should work as well.

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Hm... I can do anything what a joystick controlled fighter could do, so all 4 diagonals should work as well.

I meant I couldn't move the crosshairs at a diagonal U+L. Maybe an emulator/keyboard issue, but all the other diagonals work...??

 

:)

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