yuppicide, on Fri Mar 12, 2010 7:50 AM, said:
I forgot to copy version 37 to take home, so I'm playing version 31, thought I'd share my comments.
Seems the scanline issue (screen flicker and roll) is almost completely gone. Although, when I get to level 10 or above, I do get an occasional screen roll. Happens at random times (maybe when screen action is too fast), but also happened once when a bomb hit my city below.
I don't remember what I did between versions 31 and 37, but it may be fixed now. I haven't tried it on real hardware yet, but when I run the breakif 262 command in stella it never stops the program.
I was trying to think of a way to use up the remaining 4K and I came up with something new for the game. Every other level (starting with level 2), you'll stop and enter one of the city buildings and have to race to defuse some bombs before they explode. Just run around the room and shoot them. If you let one explode, it takes one of your six lives away. The bombs will start to flash right before they're about to explode. There is a moving obstacle in the room that will push you back to the room's entrance if it hits you. Not sure what to call the obstacle in the room yet, I guess you could call it a motion sensing laser? Once you've cleared the room of bombs the game will continue as normal and you'll go on to the next level. I've spent quite a bit of time working on this new feature and haven't had much time to fully test this new verison to make sure there's no bugs. I just did a quick 5 minute playthrough now and it didn't seem to have any scanline issues or any other major problems, but I need to test it more. The only other change is that there are now more falling bombs in each level to clear, each level seemed to end a little too quickly before.
Also, at least for now, you can enter a city building and defuse bombs anytime you want by pressing fire on the right joystick. After clearing the room, it will take you back to the same point in the game. This was put in to make it easier for me to test that part of the game, I may remove that later.
Thanks,
Steve
Edited by Atarius Maximus, Fri Mar 12, 2010 3:55 PM.