AMOS-L

Message created on:
Saturday, December 20, 1997

From:Garfield Benjamin (gbenjam@sosbbs.com)
Subject: SideShooter Almost Ready...
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>>Haha... Okay, maybe I did go just a tiny bit overboard... :)
>>oh well, I guess I needed to be humbled anyway!!
> And I'm always ready to do it. Q8-{)

Haha!! Yes, I know... you are a riot, Giark.


If I remember correctly, we have two voices to use:
BUBBA_FX and BUBBA_SP
So, now I just need to determine the best way to "compress"
everything to use only two voices as I have been using four voices
for the sound effects. I figured we'd just have a flag set for the
music option and if the user did NOT want music, we'd
conditional-in the sound effects)...
I still think this would be the best/easiest way to handle it. Give
me a variable to check for the music-status and I'll just add a
conditional-check to the sound calls.


BTW - The frame-rate will be a bit more stable as I have dropped
a few procedure-calls by joining a few together. The
"engine"-limits have been scaled-down: used to handle
a max of 29 bobs simultaneously and this final version can
handle a max of 20 bobs simultaneously. Hopefully, this
will make a few people happy (I'm not the only one who
wanted to eliminate the slow-down).

Also requested in many beta-reviews - improved gfx:
two enemies in phase one use an orangish-scheme
and I've tweaked the palette in phases one & two.


Just remembered, my stage doesn't support multiple-lives, so I'll
need to add a routine or two to handle losing a life as well as the
standard flickering-in while invincible.

That's it, once I have support for music (FLAG please) and Bubba's
multiple-lives my stage WILL be complete!!!!!



Take care,
GARFIELD
_________________________
Current projects...
SideShooter(AMOS): 98% Complete
Website(http://www.sosbbs.com/~gbenjam): 25% Complete


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