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Primordial Ooze

Member Since 27 Jun 2007
OFFLINE Last Active Feb 1 2012 10:31 AM

Posts I've Made

In Topic: Lightgun detection incorrect

Wed Feb 1, 2012 9:51 AM

If i modify the x/y position of the crosshair and step through the code, the crosshair appears on screen. However when i press the lightgun trigger normally it doesn't.

Sincerely,

Primordial Ooze

In Topic: Playfield is incorrectly shown at startup

Sat Jan 21, 2012 1:47 PM

View PostRandom Terrain, on Fri Jan 20, 2012 11:14 PM, said:

I think you might be misinterpreting what you are seeing. Run your program with Stella and hit Ctrl + R, let go of both keys and repeat over and over again. All you'll see are random playfield pixels on the screen because you are using drawscreen before the screen has been cleared. A gosub to Level1Data in the StartNewGame section would probably clear that up.
Thanks, i managed to get it working by moving my drawscreen code to the end of the game loop. This resulted in the same effect as what you stated above minus the extra overhead required for a gosub.

Sincerely,

Primordial Ooze

In Topic: Lightgun detection incorrect

Sat Jan 21, 2012 1:44 PM

View PostThomas Jentzsch, on Fri Jan 20, 2012 4:09 PM, said:

I cannot see anything wrong in the positioning code. But I cannot see the crosshair AT ALL. Are you sure your display code works?
If the display wasn't working then why is the duck being displayed??? Any assistance would be greatly appreciated.

Sincerely,

Primordial Ooze

In Topic: Prototype: Code Name MazeGame

Sat Jan 21, 2012 1:38 PM

Is a 20 character domain name considered long cause there is one perticular name i like, but it's preety long as far as domain name standards. Any assistance would be greatly appreciated.

Sincerely,

Primordial Ooze

In Topic: Prototype: Code Name MazeGame

Fri Jan 20, 2012 3:34 PM

View Postyuppicide, on Tue Apr 13, 2010 10:03 AM, said:

Interesting. Really pissed me off at first though, because I forgot about the "light". Once I remembered that it became fun.

This is similar to a game I am/was/maybe still working on.. mine you can always see the path and if you fall off you die, but mine was to have moving things
you can't hit, supposed to have icy paths, etc.

Fun game. Will be interesting to see when you have a bunch of levels and to see how far people can get because it's a race against time.

Here are my ideas..

1 - Your start and end points are always the same.. How about each starting point starts off where the last one ended or just all different or whatever?

2 - Take a look at the arcade game Indiana Jones and The Temple of Doom. Would be nice to have an opening screen like that. Basically there's three doors and
you walk into one to start Easy, Medium, or Hard level.

3 - How about side paths? Like, one way goes to the level exit, one goes to something that will give you more time. You need to decide if it's worth taking
the side trip for more time or not. It may work out to your advantage, it may not.

4 - Something quick in between levels. By quick, I mean very quick. Don't just go into the next level. I was thinking a few frames of playfield animation to
make it look like you're moving to the next level.

Great so far.. keep up the good work.
I just started working on this again. I was wondering, what should the official name of this game be? I can't seem to come up with a noncopyright nonused(as in doesn't show up in search engines) and would like to have one soon as i plan on creating a site for this with domain and all. Any assistance would be greatly appreciated.

Sincerely,

Primordial Ooze