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Amiga Collections: Memphis Amiga Group
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MAG Games 07 (1988-01)(Memphis Amiga Group)[Disk 077].zip
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MAG Games 07 (1988-01)(Memphis Amiga Group)[Disk 077].adf
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yb.doc
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1987-12-08
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From: ain@j.cc.purdue.edu (Patrick White)
Subject: YaBoingII
Date: 4 Jan 88 15:12:00 GMT
Organization: PUCC Land, USA
Program Name: YaBoingII
Submitted By: Ali Ozer <ali@navajo.stanford.edu>
Summary: A game -- catch the numbers and operators zipping across
the screen to "calculate" a score.
-- Pat White (co-moderator comp.sources/binaries.amiga)
UUCP: j.cc.purdue.edu!ain BITNET: PATWHITE@PURCCVM PHONE: (317) 743-8421
U.S. Mail: 320 Brown St. apt. 406, West Lafayette, IN 47906
From: ali@rocky.STANFORD.EDU (Ali Ozer)
Subject: Re: Yet another YaBoing...
Date: 1 Jan 88 21:56:54 GMT
Organization: Stanford University Computer Science Department
In article <6033@cisunx.UUCP> ejkst@cisunx.UUCP (Eric J. Kennedy) writes:
>In article <2034@navajo.UUCP>, ali@navajo.UUCP (Ali Ozer) writes:
>> ... I finished and mailed YaBoing II to the comp.sources moderators...
>But does it work with Helios Mouse? (Gee, some people will complain
>about _anything_! :-) ) The original didn't because as soon
>as you move the mouse, the window is deactivated and >poof< no yaboing!
It does! It should! It'd better! 8-)
In YaBoing II the game can continue even when the window is
inactive. When the window is active, every click of any mouse button simply
toggles the game play. Thus you can also move the window around while the
game is paused --- Something you couldn't do in the original.
Something else that's different is that the sprites will keep on moving at
a rate given by pixels/second rather than pixels/game tick. Thus when
the system is heavily loaded the sprites will "jump" around rather than slowly
and jerkily float around as in YaBoing! (which made them real easy targets).
Ali Ozer, ali@rocky.stanford.edu
(The original must've been one tough game with Helios Mouse --- trying to
get those sprites while keeping the mouse over that tiny window...)