Ever have an earworm? I've got the same thing happening with Space Rocks, and because of that you now have something that's somewhat playable
- fixed the occasional graphic glitch that showed just above the score
- improved HMOVE shift routines for large asteroid
- collision detection routines updated to handle HMOVE shifted sprites
- asteroid colors revised. Colors should vary over the levels, as should luminance. Colors increment by $30 for each asteroid so there will be a variety of colors on both NTSC and PAL.
- asteroids can move in 16 different directions at 16 different speeds. Max speed is based on the level. Initial wave has speeds 1-4, second wave 1-5, third 1-6 and so on.
- ship can shoot
- shots can score
- ship rotates, thrust not yet in place
- game ends when you get hit
- 2 second delay between clearing out a screen and the appearance of the next wave
How do the colors look? I currently limit the luminance from 4-11 as I noticed on my 1084S that less than 4 was too dark and greater than 11 exaggerated the flicker.
I need to adjust the motion tables to compensate for pixel size. Notice how close the shots are at the edge of the screen when you shoot due east/west and 1 click off that vs how far apart they are for due north/south and 1 click off that. Same adjustment needs to be done for asteroids as when they move at the leftmost or rightmost directions at their slowest speed they can hang out off-screen in the wrap zone for a bit.
Right Difficulty = B for "vector" asteroids
Right Difficulty = A for solid asteroids
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