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kisrael

JoustPong lives!

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So, JoustPong is still making progress, albeit slowly...

 

I still have the "poorlords" scheme in there, so you have to knock away your opponents wall before scoring points.

 

The biggest recent improvement is slowing things way down...which is harder than it looks to do, I'm using "subpixel positioning" meaning the program is keeping track of the players' speed and position using more bits than it can actually display. (Everyone on Stella seemed to think it would help give it a more floaty jousty feel)

 

I would, crossing my fingers, like to wrap this up by Philly Classic, so I got to figure what else to include. I'm not sure if variable ball speed would add a lot. Or Pterry, flapping in the middle, but at the cost of some flicker... Or maybe multiple ball angles, based on how fast a player is moving when he hits the ball?

 

Let me know what you think, feedback always helps...

 

Here's the latest binary:

http://alienbill.com/joustpong/20040212.bin

 

and as always, my journal on the game is at

http://alienbill.com/joustpong/

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I've been following this one on the Biglist board. :-)

 

The game is continually getting better. I know that many were pushing for you to increase the gravity from older releases, but now it seems just a tad too strong. I haven't played it on a real console, but it feels like I'm going to crack my keyboard jamming on the flap button so fast. :-D

 

I really like the breakout/warlords style wall. I can't wait to see a release with the Pterry. :-)

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