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Pat Brady

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Everything posted by Pat Brady

  1. Thanks! I am happy with the results on that front, especially as the speed starts to pick up. I thought one-line resolution was important for this one. KevinMos3: I'll check it on z26-Linux. That will be the closest I can get for now.
  2. Thanks. I started a thread over there with an updated version.
  3. Some years ago Andrew Davie suggested this idea in his programming tutorial. It seemed like an interesting idea, so I worked up an implementation. Here is a newer revision than the one I posted over there. To-do list: 1. Fix speedup mechanism so that it doesn't eventually roll over and become very slow 2. Randomize column speeds and starting lengths 3. Score and game-over 4. Sound 5. Paddle control ooze.zip
  4. Most businesspeople start with a high price, sell what they can at that price, then lower it as necessary. And AFAIK he never offered a bulk discount, which would have been a good idea considering the amount of inventory he eventually liquidated. Now he's trying to sell Ballblazer for $15. He apparently didn't know about the POKEY chip until now. They weren't selling at $5! I am glad that he's not destroying those, but IMO he should be selling them at something like $50 per case.
  5. I know this is a super-old thread, but I thought it was an interesting idea, so I worked up an interpretation. I got 16 columns with a one-line kernel. The key is keeping the columns sorted by length, then just masking off the columns in order. No two columns can have the same length, but otherwise they are completely independent. The top of the player can wobble, but it shouldn't be very noticeable when actually playing. To-do list: 1. Find and fix the glitches (they become more apparent as things quicken) 2. Randomize column speeds and starting lengths 3. Identify game-over conditions 4. Add sound 5. Paddle control How many people read this sub-forum? Should I cross-post this to some of the other forums here? ooze.zip
  6. Thanks. I understand the concepts well enough, and I've worked with assembly enough to not be intimidated by that aspect. It's going to take some time to figure out some of the tricks to do things well. The quick missile check thread is a perfect example. I wouldn't have thought to use PHP -- and if that's what Combat did then it isn't an advanced trick. Tonight I think I will sleep instead of code.
  7. This game is FANTASTIC. I don't think anybody else has posted this: it seems to me that the mushroom reverses the controls only when it is red. I hope Alex is doing well.
  8. Hey folks. I'm going to try my hand at this. After about 3 days I have gone through Kirk Israel's tutorial (thanks!), and I have a program that does, well, something, but not very interesting yet. My big question right now is: why did they make the electron beam so fast? Just wanted to say hi. Hopefully I'll have more interesting stuff before long. The question about the electron beam was a joke.
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