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Outline of levels


wogihao

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Ok this is the inital level designs.

 

Level 1:

 

blogentry-17450-1199921559_thumb.png

 

Level 2:

 

blogentry-17450-1199921655_thumb.png

 

Level 3:

 

blogentry-17450-1199921675_thumb.png

 

Level 4:

 

blogentry-17450-1199921693_thumb.png

2 Comments


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The 2600 can't do that many thin vertical lines as shown without excessive flicker. I assume you'd want to use the playfield for the maze, which can do thin horizontal lines but vertical lines must be 4 pixels wide.

 

As a guide, start with the 2600's "resolution" of 160x192, except that 160 is divided in chunks 4 pixels wide. ("Resolution" is in quotes to avoid any inference that the 2600 can do a full-screen bitmap - it can't.)

 

If you revise your mazes to fit this criteria and only use the two player objects as you've shown, the game will be quite doable.

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The 2600 can't do that many thin vertical lines as shown without excessive flicker. I assume you'd want to use the playfield for the maze, which can do thin horizontal lines but vertical lines must be 4 pixels wide.

 

As a guide, start with the 2600's "resolution" of 160x192, except that 160 is divided in chunks 4 pixels wide. ("Resolution" is in quotes to avoid any inference that the 2600 can do a full-screen bitmap - it can't.)

 

If you revise your mazes to fit this criteria and only use the two player objects as you've shown, the game will be quite doable.

 

Thanks for the help!

 

I wasnt planning to do them that thin, it was just the way the program generated the maze, i was planning im makeing them more chunky. hopefully the resolution wont be that much of a issue. (like you said at least 4 pixles i have messed around in tiapaint with the 8 pixle chunks.

 

I will have a play with the 4 pixel one and see what happens. hopefully with so few objects it will be ok.

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