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:
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
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:










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