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"pfpixel" command to turn individual playfield pixels on or off. You can also use the "pfread" command to peek at a specific playfield location to see whether that pixel is currently turned on or off
That's great Michael, I will look into this. As the levels get harder, I would like there to be barriers that help the enemy ship. (Like a fortress).
I have a lot of ideas for the gameplay, like using the return command to shoot around barriers, destructible and in-destructible moving barriers, just to name a few.
I think I have everything I need to make a good game now
1)Dynamic playfield
2)Enemy ship, and a bullet to shoot
3)Ball (will make this into an enemy feature, maybe a laser cannon)
4)A player that shoots.
I'm thinking this game will be a Yar's revenge type of game....not a copy.
The thing that will make or break this game will be the enemy logic/AI.
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I found a neat trick with the demo. Because of the animation of the white player graphic, when you move the graphic directly above the blue bar extending across the playfield and contact with it, then move side to side, the player consistently move slower than not contacting it. This is because for the frame that the extention of the ship is not visible allows it to move but when it is visible it counts as a collision and won't move. I think thats a cool bonus.
Yes, I also noticed this. I'm not sure if I will keep it this way, could frustrate some players.