MausGames, on Sat Jun 14, 2008 10:08 PM, said:
Pretty cool, I'm impressed with your first game project so far. How'd you get those skinny playfield lines? Are you cycling through a ton of different pfheight tables, or does the pfheight table now scroll with the playfield? Or is it something I just never thought of?
It's pretty simple. No complicated tricks. It was just sitting there waiting for us to use it. Remember the following thread from not too long ago?
How do I get the icing off my cake? (no_blank_lines and pfcolors)
Although the 'icing' can be a pain in the butt for some games, I figured out that it could also be a blessing for other types of games. Instead of fighting it, I used it. So now I can use the 'icing' for walls, force fields, platforms, or whatever I might need thin lines for. I spent many days trying to figure out how to have the front of the bug/ship collide with the 'icing.' I eventually discovered that the position of the bug/ship needed to be adjusted so playfieldpos would match up perfectly with the collision detection.
The color scrolling is similar to what I posted in your Tunnels Of Zeta thread.
MausGames, on Sat Jun 14, 2008 10:08 PM, said:
As far as the sprite, all I can suggest is what I'd do with it, which usually isn't good for much. I'd make it a top down/angled view of a "running man with gun" and change fire to fire his weapon, with up and down moving the direction he is facing/firing 360 degrees. Maybe slow him down a little when he's running backward. That way he can still shoot enemies that he's moved past, and maybe allow him to shoot powerups to collect them.
Thanks for the ideas. I had the ability to slow down by pulling back on the joystick in there, but I yanked it out a couple of versions back. I can plop it back in at any time, though. Your idea would make a good third game (after the platform game I need to make next), but what I'd like to do with this first game is have nonstop movement where there is no choice but to go forward. I also like the idea of having no shooting and no killing in my first game. I know that you'll be able to grab bonus items along the way, but I need to figure out what the 'bad guy' will be and do. While typing about it just now, the idea popped into my head that the bad guy might be similar to Evil Otto in
Berzerk (instead of being a creature you'll you have to fight in the usual way). And instead of killing you, it will knock your energy down my one notch each time it touches you (like an energy vampire), so you need to speed up to get away from it. Besides an energy bonus item, I'm thinking that you could also get items that you can drop behind you when you pull back on the joystick if the creature gets too close and that will stun it or trap it for a certain amount of time. As you mentioned here and in another thread, I might also be able to use missile0 as a 'stun ray' or something like that if it doesn't look too strange.
I'm glad I posted about this because I'm forming the game as I type. I've been kind of stuck for weeks trying to figure out what I should do. I still need to figure out what you are. Are you a giant bug, kind of ripping off the Yar, or are you something else?
MausGames, on Sat Jun 14, 2008 10:08 PM, said:
I immediately assumed that the gaps in the field would move, because of your question regarding shifting bits in variables. Is this the case? If so, I'd make it so that the field absorbs weapon fire, making it a real challenge to shoot powerups/enemies through already-passed gaps while trying to maneuver toward oncoming gaps.
Moving gaps would be good for the idea you posted, but for this game, the force fields are going to get closer together, the default speed is going to increase, and the gaps will get smaller, so that will probably be tough enough for this game. By the way, shifting bits from one playfield variable into another is how I place the gaps. Instead of doing some complicated math to figure out how to place an adjustable gap within or between the 4 playfield variables of the hidden row, I just create the gap on the left side and slide it into position. That way the gap can be anywhere on a row (except for the edges) and no brain busting calculations are needed.
MausGames, on Sat Jun 14, 2008 10:08 PM, said:
Also don't forget that when using colored sprites, you can still access the respective missile as a full height bar in a thickness designated by NUSIZx.
I remembered what you said in another thread and missile0 might make a good 'stun ray.'
MausGames, on Sat Jun 14, 2008 10:08 PM, said:
If you don't do that, the missile variables are open for other uses.
Yep, I'm using missile1 as extra variables since I don't have a reason to use it in this game.
MausGames, on Sat Jun 14, 2008 10:08 PM, said:
You can also consider using PF0 = %00010000 to create thin bars to the left and right. These go outside of the current field, so they add to it and don't take any space away.
I can't use PF0 when using these thin lines. You get ugly bars on the side. Since I leave the edges of the force fields alone, the player will be able to tell where the borders are. I didn't limit how far to the left and right the ship can go yet (for testing purposes), but that will be added soon.
MausGames, on Sat Jun 14, 2008 10:08 PM, said:
Thanks. I hope it will become a fun game that people will like.