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The Stupidmobile takes to the streets.


atari2600land

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If you're Stupidman, what else would you call your car? I mean, Batman has his Batmobile, the Munsters have their Munstermobile. I mentioned in a blog that I highly doubt I could do scrolling. As it turns out, I didn't need to know how to do scrolling. It's amazing how just one little tree moving from right to left gives the illusion that the Stupidmobile is actually going down the street.

stupidman_008.png.4fc5d291825e8f18ae2e4f802d2d37f6.png

This also gives the introduction to the score. Notice how there's a comma in it. I thought that since most other video games omit the comma that I should put one in. I also don't know how long the game is going to be. If I run out of room, I'll just have to erase the current act and put the game's ending in it. Hopefully that won't happen, but I wouldn't be surprised if it did. But since I'm programming act 1 right now, I hope it won't happen for a long time.

 

This took a couple of hours, and I'm not really feeling like sitting here typing out and testing and retesting code today, so I'll just leave it here for the day. Other stuff for act 1's to-do list:

  • Put an enemy car in. I designed one, but it's not in the game yet.
  • Make an enemy car start out at the right in a random y position and move down the street the opposite direction.
  • Subtract more points if enemy car is hit.
  • Figure out how to end this act.
  • Make background music and sound effects.
  • Add in control over the Stupidmobile.

 

I've decided to call the levels "Acts" since it just seems like one big stage production. Not like "Hamilton" or anything, but a play. I also like the score beginning at 999,999 and it takes one point off for each second you play it. Hopefully I did the coding right for getting rid of numbers and the comma. I tested the subtracting code down to 999,790 and that part works just fine.

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