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Re-Started an old, abandoned port...

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Hi guys:

I've actually been working on this as well...  Started from scratch after finding the algorithm for drawing the mazes on line.

I can't promise this will be completed, as it all rides on the CPU time it takes to do all of the necessary collision detection:
snapFrenzy_00.png snapFrenzy_01.png
snapFrenzy_02.png snapFrenzy_03.png
snapFrenzy_04.png snapFrenzy_05.png
snapFrenzy_06.png snapFrenzy_07.png
snapFrenzy_08.png snapFrenzy_09.png

Will have four types of play:
- Single player
- Two player alternating
- Two player cooperative
- Two player competitive

Some things that will be different from the arcade:
- The 'flash' of the player's death animation is a bit slower (from 2 frames to 4 frames per change)  I'm trying to save CPU time, and I don't want to call another routine just for that (the player moves 1 of every 4 frames)
- The robots movement speed will be slightly different from the arcade, but like the arcade, no robots ever move faster than the player (they start out slow, and eventually only become as fast as the player in either case).
- The shrapnel from the robot explosions will be shaped differently

Todo:
- Object to Object collision check (other than shots and walls)
- Be able to move to next room
- Evil Otto
- The 'Animated' rooms for Frenzy (i.e. Big Otto, Robot Factory, Computer Control, Power Plant)
- Sound

Still not sure how to handle dual player mode when one person leaves the room and the other is still there.  Also, how to introduce them in the next room.

This is the difference between Two Player Cooperative, and Two Player Competitive:
- You get 80 points for shooting the other player in either mode
- You share the score and lives pool in cooperative mode
- You do not get points for non player initiated events (i.e. evil otto kills robot or they shoot each other) in competitive mode
- Evil Otto / Robots go after the closest player in either mode.
- The player to kill the last robot in the room gets the bonus points in competitive mode

What stopped development on this the last time I started it (I'm already farther than I was then) was the CPU time it took to do all of those collision checks.  I have an idea about that now that I'm going to try.  Also, handling things on different frames will be a help.  Being that a player moves once every 4 frames, I have the time split that way:
Frame 1 - player 1
Frame 2 - even numbered robot
Frame 3 - player 2 (if active)
Frame 4 - odd numbered robot

Shots are processed every frame.  Will be putting evil otto in there somewhere.

I will post a bin once I get a little farther.
Thanks,
Bob

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