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More animation

Posted by SpiceWare, in Medieval Mayhem 03 December 2006 · 56 views

  • fixed flipped DEMO message
  • Modified music during knight sequence
  • added a very rough-draft "knight chase off" sequence
  • I think 6 of the 16 in game animation sequences are finished (0, 2, 4, 6, 7 and 12)
In game animation sequences:
0 launch up-right   & leave left			 8 variation of 0
1 launch down-right & leave left			 9 variation of 1
2 launch up-left	& leave right		   10 variation of 2
3 launch down-left  & leave right		   11 variation of 3
4 from left stop mid-screen for launch up   12 from right stop mid-screen for launch up
5 from left stop mid-screen for launch down 13 from right stop mid-screen for launch down
6 cross screen							  14 chase-off from right, stop mid-screen for launch up
7 variation of 6							15 chase-off from right, stop mid-screen for launch down

I only have a nybble to store the current sequence, so there can only be 16 total sequences. Another limitation is a given sequence can only move in 1 direction across the screen, so the shortest launch animation would take 2 sequences(example: sequence 4 followed by either 0 or 8 ).

The sequences are numbered so I can use a single bit to easily pick between variations. The last bit normally selects between up or down of launches(exception is in 6 & 7). Each launch direction has 2 animation sequences - the first bit is used to select between them.

My routines support 4 speeds of motion: 0, 1/4, 1/2 and 1. During the chase-off sequences(14 and 15) the 1's are treated as 2's for a faster arrival to make the chase more interesting.

The easter egg sequence is seperate, and not yet coded.

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May 2012

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