Jump to content
  • entries
    657
  • comments
    2,693
  • views
    898,834

Turn it up


SpiceWare

765 views

  • initial sound support is in place
  • doubled time between saucer attacks
  • explosion routines
  • revised asteroid starting position routine
  • revised respawn routine
  • TV Type and Left Difficulty control joystick-down function. You can currently change this at any time during the game. Once the menu's in place you'll only be able to change it in the menu.
    • Color LD-A = no function
    • Color LD-B = shields
    • B&W LD-A = hyperspace
    • B&W LD-B = 180

various explosions

blogentry-3056-0-68148700-1335657530_thumb.png

 

blogentry-3056-0-50439900-1335657514_thumb.png

 

blogentry-3056-0-46527100-1335657523_thumb.png

 

ROM

spacerocks20120428.bin

 

Source

spacerocks20120428.zip

7 Comments


Recommended Comments

When you first proposed it I had no comment/ interest.

 

When you posted the 50 sprite demo I took notice.

 

When you posted a playable demo I thought, "What a good thing for my starplex controller!" And it sure is!

 

Comment; I like this demo much more because of the movement of the rocks. Sounds great, and love the 'vector' option.

Suggestion; In space when you thrust you don't slow down and stop, you keep going...

Link to comment

The movement of the rocks is why I decided to redo it with the variation of Frantic's sprite kernel. The movement in the original asteroids is way to limited because the up moving rocks all move upward at the same speed and the down moving rocks all move downward at the same speed(both have some left/right differences).

 

That's an idea - I put a note in the source to add a Friction Yes/No menu option.

 

 

Yeah, the explosions definitely add something that was lacking before.

 

 

I've been play a few games and think the asteroids are too slow initially. I'm trying to decide if I should redo the speed table so it starts higher, or leave the slower ones in place as a "childrens option".

Link to comment

I thought of another game that might be able to take advantage of this driver... Time Pilot. I don't think Coleco really did justice to that one on the Atari 2600...

Link to comment

I'll leave the speeds then have a difficulty selection that lets the player select the speeds.

 

Yeah, it could handle Time Pilot - the mix of on screen elements would work well with it. I should probably finish the projects I've started though before spinning off another one :D

Link to comment
Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...