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Are missiles really neccessary?


atari2600land

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I'm just wondering, do you guys want to shoot stuff while navigating through the mazes? And if so, what? Should I have part of the playfield covering up the treasure and you shoot that away in order to get it? Or how about I use up the player1 sprite and add like the Loch Ness Monster or something? Anyway, I'm still working on this. :)

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I think the idea of being able (or required) to shoot away certain blockages to be able to get through a passage and reach the treasure is good, as well as having enemies to avoid and/or shoot at. This would be especially nice if it gave you points, and if you could earn more spare subs every so many points, because having a large® reserve of spare subs will be helpful when the player reaches the more difficult mazes.

 

Michael

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OK, so how would I code the following (just for an example.) I know this isn't the right syntax, but I made this just so you could understand what I'm trying to do here:

 

if collision(ball,pfpixel 3 10) then k=0 : pfpixel 3 10 off

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OK, so how would I code the following (just for an example.) I know this isn't the right syntax, but I made this just so you could understand what I'm trying to do here:

 

if collision(ball,pfpixel 3 10) then k=0 : pfpixel 3 10 off

You can't check for collisions with specific playfield pixels, but I presume you know that. What you'll need to do is check for a collision with the playfield, and if a collision occurred, you'll need to use the coordinates of the other object to figure out which playfield pixel was hit. I can't post any examples right now, because I'm trying to finish E.T. Book Cart and I just needed to take a quick break from it, but I'll post something later this week, maybe Monday night. That reminds me, I was going to post a similar sort of example a few months ago for the guy who was working on the zombie game, but that was to keep the player from colliding with the playfield (although it would use similar techniques as far as converting back and forth between player/missile coordinates and playfield pixel coordinates).

 

Michael

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