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Terrain Hunter!


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#26 Animan OFFLINE  

Animan

    River Patroller

  • 2,124 posts
  • I'm a guy... I just happen to like Sailor Moon.

Posted Wed Aug 24, 2011 7:31 PM

View PostRandom Terrain, on Wed Aug 24, 2011 5:30 PM, said:

Have you figured out why the player can lower and raise the ground?

Don't let the MAN tell you how he lowers and raises the ground :D.

Oh, and thanks for the bug reports. I'll get on it soon.

Edited by Animan, Wed Aug 24, 2011 7:37 PM.


#27 Animan OFFLINE  

Animan

    River Patroller

  • 2,124 posts
  • I'm a guy... I just happen to like Sailor Moon.

Posted Fri Aug 26, 2011 3:41 PM

Alright, was able to replace a lot of my "if-then" statements with "data" statements. I'm now kicking at less than 4K! However, I will still leave the 8k bankswitching setup in for the sake of having extra room to put more game features in. I've also done a lot of bug-fixing (trap doesn't move around erratically, trap doesn't float in mid air when the terrain is lowered, etc.).

Meanwhile, in the AtariAge chatroom, sloopy gave a suggestion on how to handle the control scheme. I haven't added it in yet, but here's what he said:

Quote

for your controls, have the joystick move, and then
button+down lay trap,
button+up spring trap,
button+left lay bait,
button+right eat dead monster...

I should have that implemented in the next build.

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#28 Random Terrain ONLINE  

Random Terrain

    Visual batari Basic User

  • 20,923 posts
  • Controlled Randomness
    Replay Value
    Nonlinear
  • Location:North Carolina (USA)

Posted Fri Aug 26, 2011 5:32 PM

Keep plucking that chicken.

#29 BladeJunker OFFLINE  

BladeJunker

    Chopper Commander

  • 203 posts

Posted Sat Mar 31, 2012 5:23 PM

I quite like how this is shaping out, no need to stifle the design but this certainly could be the 2600 equivalent of Minecraft. Are you considering horizontal tunneling like Dig Dug or is that not in the cards?




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