"Go-Go BunnyGun", first screen grabs.

Show us what you're working on, (preferably with screenshots).
hikoki
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Re: "Go-Go BunnyGun", first screen grabs.

Post by hikoki » Mon Jan 21, 2019 5:59 pm

I just say that bullets would go out in alternate colours so the player could tell when collisions are going to be checked. This may reduce computing time and still feel precise enough for the player.
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Bizzley
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Re: "Go-Go BunnyGun", first screen grabs.

Post by Bizzley » Mon Jan 21, 2019 7:32 pm

hikoki wrote:
Mon Jan 21, 2019 5:59 pm
I just say that bullets would go out in alternate colours so the player could tell when collisions are going to be checked. This may reduce computing time and still feel precise enough for the player.
Can you expand on this because it all sounds a bit illogical to be honest? When you say "alternate colours" do you mean alternating the game frames the bullets move on (half on even frames, half on odds) or something else because it's not clear what changing the colour of a bullet would have on accurate collision detection? Do you foresee a frame of the game where some bullets are not being checked for collision detection at all?
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hikoki
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Re: "Go-Go BunnyGun", first screen grabs.

Post by hikoki » Mon Jan 21, 2019 8:48 pm

I don't know maybe you can disguise a ray by drawing a line as a gradient from light (bullet end) to dark (tail end) giving it an appearance of motion so that your fake bullets seem to travel a shorter distance than they actually do each time you check for collisions.
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Joefish
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Re: "Go-Go BunnyGun", first screen grabs.

Post by Joefish » Wed Feb 20, 2019 3:34 pm

Done a bit more bunnycoding.
Looks like it'll be all too easy to drop down to four frames where there's a lot going-on on-screen.

I've added some code to draw wall-like obstructions like rock spikes sticking out from the top and bottom of the screen, a bit like what you see in DELTA on the C64. These are like double-height sprites but quicker to draw, so long as they stay in the top or bottom third of the screen and don't straddle the 2K boundaries. I've also started sketching a couple of alternate backdrops, though it's hard to make a screen look interesting while being sure to re-use enough tiles for it to store efficiently. I have made it so the backdrops can be re-coloured on the fly so they can be re-used for later levels.

I've also integrated the Special-FX tune player from Beepola to add some incidental bits of tune between levels. Not sure whether to go it alone or see if someone more experienced with it would like to tune-up my tuneage. For a main tune I found a useful website http://www.musicnotes.com that has lots of simple arrangements of pop songs and popular tunes - though maybe an original piece of music would be better?

I did find a bug in the player though - there's an ADD A,L and LD L,A to step through part of the tune or part of a percussion effect, to add A to HL. But if the table it's using spans a page break it can't do the sum in 8-bits and it crashes. Had to change it to LD D,0 / LD E,A / ADD HL,DE to do the 16-bit sum properly.
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