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release candidate 4


  • like all other fragments, Magna-Mine debris now continues to travel along the path of the destroyed object
  • When the double-section Magna-Mines were shot, if it was coming straight at you the back half would always turn clockwise to come after you. It now randomly selects the direction.
  • shield now takes time to recharge, twice as long as the amount of time you used. If you used the shield for 1 second, it takes 2 seconds to get back to full strength. You can still use shields if they're not fully recharged - but as before, if the charge runs out you'll lose your ship!
  • updates to credits easter egg
  • Blinky's color is brighter (the second easter egg)
  • ramp up of asteroid speeds is slightly faster than before.
  • hyperspace cool-down delay has been cut in half.

ROMs

spacerocks20121023_NTSC.bin

spacerocks20121023_PAL.bin

 

Source

spacerocks20121023.zip

 

 

Control menu option moved

blogentry-3056-0-93958400-1351530307_thumb.png

40 Comments


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I'd been thinking of decreasing the shields to 2 seconds instead of 3, will do some tests with that today. FYI - the kids variation has unlimited shields.

 

1. I'll take a look at that. Part of the reason is for the 2 player games. Originally respawn would occur in a random location and direction because of 2 player simultaneous games, it was modified to always occurs in the middle for 1 player at a time games and randomly for the simultaneous games.

 

2. I think we're going to have to prioritize your suggestions that involved additional code as there most likely won't be room for all of them.

Definitely! Personally I think bugs should come 1st, in game changes 2nd and menu stuff 3rd and last.

 

Not sure how much space optimizations can help getting as far as possible, but I guess they only give a small fraction of what would be required for everything.

 

Also you should set a deadline to any changes (except bug fixing), which leaves enough time for final testing and fixing.

 

BTW: Two second shields is probably still to long. IMO it would be good enough if a small or medium rock can pass. But not a large one.

Technically, the deadline for non-bug-fix changes was when I posted the first Release Candidate on October 2nd.

 

I considered the shield regen a bug fix - it was an oversight on my part because it should have been that way to begin with. Menu tweaks can be considered "cosmetic bugs", and minor changes to constants like the one used for the shield timer are OK as well.

 

Adding a "end of shields" indictor, either visually or aurally, is a neat idea I hadn't thought of and if either can be added I'll do it. I doubt any other addition from the "wish list" will occur, though the change to the menu option CONTROL would be really nice as it'll make that feature less confusing.

Oh oh, didn't realize I was THAT late.

 

I noticed the font changes. Like the new Y, 5 and °, but leave the final verdict to Nathan and you.

(BTW: I know I am annoying, but IMO the - in CO-OP should be one pixel smaller to have a better visual gap between label and option. And then it also matches the one in Magna-Mines :))

 

Please don't forget to increase the time before menu when the game is over. Assuming this is only a constant correction.

1 - I'll let Nathan make the call

2 - done. Thankfully, due to the way I set up the routines, all I needed to do was shift data stream block that started with MENU_CONTROL_ID = (* - MenuOptionsDatastream) / 20 to be after the Players block and recompile. All the C code automatically adjusts. Besides being more logical, it also gives it a better look with the "curve" between the option names and values (screenshot added to blog entry).

A twin Magna-Mine got stuck at the very bottom of the screen.

I've seen this a couple times since then. I was looking over the code during my lunch break and think I figured it out. ScreenWrapSprite() adds a 16 scan line wrap-zone when dealing with the Y value. DirectionToShip() did not consider the wrap-zone.

 

This difference would cause the MMs to get confused about the closest path. I've added 16 to the DirectionToShip() logic, which will hopefully fix the problem.


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