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- Doug here,
-
- > The menus are in bitplanes (because of some bitplane tricks I'm using...
- > The selector has a "plasma" style background for example). And I think
- > it's better to save and restore the colourmap once instead of evey time
- > the menu ruote is called.
-
- I wasn't planning on having any non-truecolour stuff in this game,
- but I don't see the harm in it if that's the direction things are taking.
-
- I was thinking about lots of truecolour 3D effects and stuff for intro
- material rather than 2D colour effects, but I don't really have the time
- to do it anyway - I just think it would look nice.
-
- Is the res-switch stuff safe on all machines?
-
- > Yes, I do this by simply changing the VBL ($70) interrupt while the menu
- > is active.
-
- Well, I'm not too keen on altering vectors inside the game loop,
- it's too low level for this kind of games development and experience has
- taught me to avoid it for debugging and structural reasons. Could we
- have a mainloop process handler instead, where we can have a list, or
- pointer-bucket full of routines which we want to call every frame loop,
- and have a routine for adding / removing these routines from the list.
- This means we can overlap effects, the game loop & any additional menus
- without having to hack specific bits of code in all over the place.
-
- It's not serious just now, but it could get that way very quickly when
- we have to start debugging the AI and other complex areas. We should
- try to keep it as clean as possible for as long as possible up until
- the game actually works and we can afford to start mucking about with
- different areas. I would just like to know I can dive into my debugger
- and back out without having to worry about interrupts & cleaning up.
-
- Cheers,
-
- Doug.
-
-