BEEN PRETTY BUSY WITH RL over the last week, but found a few hours here and there to work out the code to generate mazes programmatically:
To my surprise, I was able to...
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vdub_bobby
Member Since 24 Nov 2004OFFLINE Last Active Yesterday, 5:55 PM
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- Active Posts 5,831 (2.21 per day)
- Profile Views 19,265
- Member Title Quadrunner
- Age 34 years old
- Birthday April 21, 1977
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Custom Status
Boom bam.
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Gender
Male
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Location
Seattle, WA
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Interests
Baseball, football, math, computer programming, video games, books.
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Dawn of Discovery
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Bob's Blog > Now With Mazes
Posted 06 February 2012
Bob's Blog > Ready, Fire, Aim!
Posted 31 January 2012
NOW WITH shooting! Also a proper (though lame) maze, sort-of finalized kernel (and sort-of finalized tank graphics), and a glowing base to defend.
In answer to what I think was Thomas' question, right now the maze is hard-coded. If I can come up with...
In answer to what I think was Thomas' question, right now the maze is hard-coded. If I can come up with...
Bob's Blog > Tanks!
Posted 23 January 2012
SO IT'S BEEN A WHILE since I've been very active on AA; but in the last few weeks I have again started some fairly intensive 2600 development. I'm sorry to say, Nathan, that it isn't RPS - which is still on my slow-moving to-do list - but rather a project that I toyed with years ago: a semi-faithful port of...
Bob's Blog > R.I.P. Kotaku
Posted 08 February 2011
NOW THAT KOTAKU.COM has ruined redesigned their website, I'm looking for a different video game news/reviews/opinion site. Something reasonably intelligent, platform agnostic, and comprehensive. Where do you all go for video game news?
Bob's Blog > Credits
Posted 14 January 2011
WHILE I'M HOME SICK FROM WORK I might as well take the chance and try to make some progress on RPS:
Not a lot of changes, but since the previous version was so rough, I thought I'd put this out there.
Cleaned up all scanline counts - now at 270 on all screens and transitions appear to be rock solid. Also got new credits...
Not a lot of changes, but since the previous version was so rough, I thought I'd put this out there.
Cleaned up all scanline counts - now at 270 on all screens and transitions appear to be rock solid. Also got new credits...
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