rsiddall Posted June 23, 2022 Share Posted June 23, 2022 Another demo. What Hard Hat Mack might look like on the 2600 in DPC+. Honestly, I think this version would suffer due to the amount of sprites needed. Missing: OSHA (villain), Jack, and Hammer. In order to do this I’d have to introduce more flicker by combining the ropes into just 2 long sprites (player8-9). Currently set up as 4 separate sprites. Or using missiles (saving 2 sprites) and making them look less detailed. Placing a girder (requires an additional sprite) into gaps. Or just have Mac holding the girder and as soon as he’s in location the area is automatically filled. This negates having a Jack and part of the gameplay in the original. HHM1.mov 6 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted June 24, 2022 Share Posted June 24, 2022 I bet this could be done with 0 flicker if things are spaced out vertically enough. Also, remember that you can make a single sprite of Mack without girder and Mack with girder. Just have him carry it over his head. 2 Quote Link to comment Share on other sites More sharing options...
rsiddall Posted June 24, 2022 Author Share Posted June 24, 2022 (edited) I think "vertically enough" is translating into losing a floor (going from 4 to 3)? Reusing the sprite is a good idea. I hadn't thought about him carrying it over his head. Wouldn't jumping (now a taller sprite) lead to collision problems though? If I hit the floor above I would stick to it and continue to move up. I guess more vertical space would keep that from happening. Or is there code that would keep player0y=player0y+1 if collision(player0,playfield) then player0y=player0y-1 from causing a problem? I could define the area that affects the player0 and playfield through collision and knock the player back down if it hits <> along the y-axis. Here's the list of sprites needed (for level 1): Vandal = 1 OSHA = 1 Rivet = 1 (top right white object) Jackhammer = 1 Hammer = 1 4 vertical ropes (currently = 4 sprites) Could replace with 2 long sprites. Or losing a level frees up an additional sprite Bounce pad (bottom right) = 1 replace with playfield blocks and lose the animation. Girder = 1: Original gameplay - girder is picked up, placed in open hole (white color) and then jack is grabbed to complete beam (all blue again and space filled). Player/Mac = 1 Edited June 24, 2022 by rsiddall Quote Link to comment Share on other sites More sharing options...
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