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Cybergoth

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Blog Comments posted by Cybergoth


  1. I think for a really close port you'll need some sort of intelligent flicker for the enemy cars. I think the Arcade adds one additional car each level. If you play to the bonus round (level 3?) there's lots of cars sitting there, on top and bottom, that might be the maximum. Might be less cars in "New Rally-X", at least it starts easier.


  2. Fun little quirk: if you lose your second cannon while holding the fire button down and it happens to be on the frame where your cursor is a solid shape (not cross-hairs), you can keep on killing stuff just by moving the now "permanently deadly" cursor over them. It looks like the cursor "sticks" at the last condition that it was in when your last cannon exploded.

     

    Thanks for catching that! ;)

     

    Sweet looking game, though it seems impossible to really defend the cannons.

     

    Are the missiles/ball going to travel in more than one direction?

     

    Yup. Right now that's just a particle storm to test the collision detection ;)

    Later the fighter ships will run strafing attacks on your colony and you have to shoot them as fast as possible to protect it.

     

    BTW: Should there be an attachment for your bb update?


  3. Looking cool! ;)

     

    Thanks! ;)

     

    Is there a change for supporting the Trakball?

     

    You may use any trackball you want in Joystick mode :D

     

    As for native TB support, I won't even try. I hate trackballs. (Didn't we already talk about that? Or where is this Deja Vu feeling coming from? ;) Bob would post "Blasphemer!" next, or? ;))


  4. My pixel maps for this kernel are a pain.  I have to split the graphic tables into odd and even rows.  I'll probably write up a small perl program to do that for me.  It's tedious work for 16 sprites, and I'll likely be doing a similar odd/even algorithm for Battle of Midway.

     

    Is that because you don't have a line-counter matching the resolution of the sprites? You may consider using FlipDraw then, as it doesn't require a line-counter ;)


  5. You could run a perl script over the output from PCX2GRP transmogrifying the color and shape data it produces into whatever form you prefer. Of course, the example you give won't work, as it uses more than one color per scanline.

     

    Of course, you can also run a perl script over plain PCX or BMP data as well.

     

    Third you can adopt Eckhards tool to any output you want it to, since he included the source ;)


  6. Phew, that is a pretty impresive list!

     

    Feel free to publish any C7 sprites in your blog or elsewhere, just as you wish - they're your creations after all ;)

     

    As for researching a certain kind of sports sprites, there's a NES game of the same name that has pretty small and cutesy sprites, well worth some rounds of ... research ;)

     

    4a) Make a list of what sprite artists need to know from programmers, in order to make 2600 sprites.

     

    ;)

     

    Greetings,

    Manuel


  7. Have you thought about trying Driving Controllers for this (or Star Fortress BTW)? I did a DC hack of the Combat plane scenes called "Ace" a few years ago that was good fun for two players.

     

    The bomb could be activated with foot pedals in the second port. Or is this going to be a 2 player game? Actually, is this going to be a Wings of Fury type of game or will it be no-scroll single screen?


  8. Hi Bob!

     

    That is definitely an improvement now! ;)

     

    It still seems to be a bit buggy, though. If you're not moving the ship, it seems like there's some blind spots where never a shot is shown. They just seem to jump over it. I thought with an even flicker distribution you should be able to see shots on any vertical position eventually, no?

     

    Greetings,

    Manuel


  9. Those are some pretty good ideas. I think it comes down to the game you're actually doing then, to find the best mechanism.

     

    - How many sprites are tracked by the engine?

    - Which movement patterns do they have?

     

    The first is most essential. Tracking 24 objects, the engine can't use more than 3 bytes per object or you're busted for example.

     

    Also, don't underestimate the object-handler. From all my experiences can it easily consume more cycles than the sorting ;)

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