Thank you all for kind words and feedbacks.
Rybags, on Mon Mar 15, 2010 2:28 AM, said:
It'd be somewhat easier if you used the button for the main retro rather than pushing up.
The ship explosion is kinda long.
That asteroid... changes row and bounces back... somewhat tricky.
I have tested both versions and I agree that main retro is better mapped to fire button.
Ship explosion will be faster.
I don't like asteroid bouncing too. I tried to add a delay but it is not easy without changing many lines of code.
yuppicide, on Tue Mar 16, 2010 6:47 AM, said:
Fun game. I like the graphics and the explosion. It is a bit long, but I like it anyway. Colorful. I only wish the landing pad were more easy to spot at first, but once you play a few times you see it easy.
Would be nice to see a version with multiple landing pads and different points for getting the harder ones.
yuppicide, on Thu Mar 18, 2010 6:54 AM, said:
You could also turn this into something with multiple screens.. I was either thinking of where you need to fly around and pick up something on another landing pad and return it to the pad on the main screen, or a game where you must navigate your ship down through the "caverns" to land. This way you'd have to go between the stuff without touching it.
I would like to have a colored landing pad but it's a ball and it has playfield color.
I agree regarding game improvement; it would be possible only adding multiple screens.
simonsunnyboy, on Sun Mar 21, 2010 11:23 AM, said:
A nice game so far - and I like it!

2 things are a bit annoying though, that red asteroid seems to have nonpredictable movement which sometimes such forces you to make a crash with it. Like when you are lined up above the landing site and suddenly the asteroid comes straight at you from the screen border.
The landing has to be pixel perfect at the moment. Looking at the big landing pads on the player's craft allowing a margin of another pixel to left and right might be a good thing.
This coudl also be configurable via the difficulty switches or the SELECT button..
Keep it going - i'd love to have a way to check in on my real 2600jr

If I have done no mistakes, asteroid should be few pixels higher than landing pad + module (not many pixels

). So you should have no problems if you fly low.
Landing pad is a ball, so maximum 8 pixels wide. Module is 7 pixels wide. There is a margin of only 1 pixel. Perhaps I could allow an additional margin of 1 pixel to the right and to left side but graphically it would be not "pixel perfect".
yuppicide, on Mon Mar 22, 2010 6:40 AM, said:
One more thing.. I think the color used for the fire coming out of your ship when you move directions needs to be a tad lighter. I barely see it on my television. I don't know if anyone else gets this issue. It's fine in an emulator.
As red I used PAL $64 and the equivalent NTSC $44. I cannot test NTSC colors on real hardware. I would like to find a good compromise between emulators and real hardware.
Thanks again.