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UFO Traffic


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#1 Fort Apocalypse OFFLINE  

Fort Apocalypse

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Posted Sat Feb 9, 2008 3:45 PM

Just starting out... needs a lot of work. Can't figure out how to get big ufo (home) to not flicker.

Attached Thumbnails

  • ufotraffic0.3.bas.bin_2.png
  • ufotraffic0.3.bas.bin_1.png
  • ufotraffic0.3.bas.bin.png

Attached Files



#2 atari2600land ONLINE  

atari2600land

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Posted Sat Feb 9, 2008 4:20 PM

In multisprite mode, if two or more players above player0 share the same y axis, they will flicker. So unless someone has a way to work around this, I think it'll have to flicker. Nice game so far, though.

#3 Fort Apocalypse OFFLINE  

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Posted Sat Feb 9, 2008 4:48 PM

View Postatari2600land, on Sat Feb 9, 2008 5:20 PM, said:

In multisprite mode, if two or more players above player0 share the same y axis, they will flicker. So unless someone has a way to work around this, I think it'll have to flicker. Nice game so far, though.

Thanks! Yep. I was hoping I could get it somehow to where the big ufo flickering wasn't so bad. I think that using the playfield may be the best option.

#4 Gorf OFFLINE  

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Posted Sat Feb 9, 2008 5:59 PM

I love the look! Great job so far.

How about on the big UFO, perhaps make it an enery field instead
so the flicker is actually an effect?

#5 Fort Apocalypse OFFLINE  

Fort Apocalypse

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Posted Sat Feb 9, 2008 8:30 PM

View PostGorf, on Sat Feb 9, 2008 6:59 PM, said:

I love the look! Great job so far.

How about on the big UFO, perhaps make it an enery field instead
so the flicker is actually an effect?

Check out this version, and let me know if you'd still like to see an energy field. I think that is a neat idea if you can tell me what it should look like or let me know if you just like the big ufo.

Added life counter etc., sound effects...

Attached Thumbnails

  • ufotraffic1.0.bas.bin.png

Attached Files



#6 Fort Apocalypse OFFLINE  

Fort Apocalypse

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Posted Sun Feb 10, 2008 7:25 AM

Fixed collision bug. Now have to complete (level + 1) screens before level ends. Added landing screen.

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#7 gambler172 OFFLINE  

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Posted Sun Feb 10, 2008 9:15 AM

Hi FA
great game."Frogger in Space".
I like it.
greetings Walter

#8 Gorf OFFLINE  

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Posted Sun Feb 10, 2008 1:24 PM

View PostFort Apocalypse, on Sat Feb 9, 2008 9:30 PM, said:

View PostGorf, on Sat Feb 9, 2008 6:59 PM, said:

I love the look! Great job so far.

How about on the big UFO, perhaps make it an enery field instead
so the flicker is actually an effect?

Check out this version, and let me know if you'd still like to see an energy field. I think that is a neat idea if you can tell me what it should look like or let me know if you just like the big ufo.

Added life counter etc., sound effects...


The big UFO works but perhaps just make that the color cycle object. The land color cycling along with it
is a bit of a distraction but yes a playfiled based ufo is better.

Nice work!

#9 Fort Apocalypse OFFLINE  

Fort Apocalypse

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Posted Mon Feb 11, 2008 10:12 PM

* remove home base color cycling.
* slowed down game in second level.
* added new part of game to shoot down ufo from home base.
* added varied ufo traffic.

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Edited by Fort Apocalypse, Tue Feb 12, 2008 6:00 AM.


#10 Gorf OFFLINE  

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Posted Tue Feb 12, 2008 6:57 AM

Now dat's wut Im talkin' 'bout!

Look fantastic dude!


Maybe add more shooting as the levels get higher.

#11 Fort Apocalypse OFFLINE  

Fort Apocalypse

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Posted Tue Feb 12, 2008 10:27 PM

more ufos attack base per request!

having some trouble with collision detection though (makes it tough to shoot down ufos but not impossible).

Attached Thumbnails

  • ufotraffic1.8.bas.bin.png
  • ufotraffic1.8.bas.bin_1.png

Attached Files



#12 Gorf OFFLINE  

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Posted Tue Feb 12, 2008 10:43 PM

View PostFort Apocalypse, on Tue Feb 12, 2008 11:27 PM, said:

more ufos attack base per request!

having some trouble with collision detection though (makes it tough to shoot down ufos but not impossible).


This is starting to get cool...so cool you might force me to ask permission to do a Jaguar version!

:D

Nice work....hey dont worry about bugs....you can always squash them later.

#13 Gorf OFFLINE  

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Posted Tue Feb 12, 2008 10:45 PM

Oh...the collision seems fine here BTW.

#14 Fort Apocalypse OFFLINE  

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Posted Wed Feb 13, 2008 5:48 AM

View PostGorf, on Tue Feb 12, 2008 11:43 PM, said:

This is starting to get cool...so cool you might force me to ask permission to do a Jaguar version!

By all means, go for it! :)

#15 Gorf OFFLINE  

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Posted Wed Feb 13, 2008 4:07 PM

View PostFort Apocalypse, on Wed Feb 13, 2008 6:48 AM, said:

View PostGorf, on Tue Feb 12, 2008 11:43 PM, said:

This is starting to get cool...so cool you might force me to ask permission to do a Jaguar version!

By all means, go for it! :)


It will be a few years.... but you never know. :)

#16 MausGames OFFLINE  

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Posted Tue Feb 26, 2008 11:19 PM

This is really good, it's fun but I didn't play long because it's also pretty hard. In the latest bin, my shots were going through the ships sometimes.

#17 Fort Apocalypse OFFLINE  

Fort Apocalypse

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Posted Wed Feb 27, 2008 7:54 PM

View PostMausGames, on Wed Feb 27, 2008 12:19 AM, said:

This is really good, it's fun but I didn't play long because it's also pretty hard. In the latest bin, my shots were going through the ships sometimes.

I'm having trouble coming up with a good solution to this. Anyone have any ideas?

#18 MausGames OFFLINE  

MausGames

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Posted Thu Feb 28, 2008 1:57 AM

Slow down the missiles, and/or double their height.

#19 Fort Apocalypse OFFLINE  

Fort Apocalypse

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Posted Thu Feb 28, 2008 7:14 PM

View PostMausGames, on Thu Feb 28, 2008 2:57 AM, said:

Slow down the missiles, and/or double their height.

Try this out. Missile looks like a missile - is slow and glowing. Seems to work well!

Attached Thumbnails

  • ufotraffic1.9.bas.bin.png

Attached Files



#20 Fort Apocalypse OFFLINE  

Fort Apocalypse

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Posted Thu Feb 28, 2008 7:55 PM

now with sound!

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