From: ITB675NURSER@qut.EDU.AU (ITB675NURSER@qut.edu.au, Unix to Unix copy program...You will never find the more wretched hide of scum and villany...we must be cautious.)
Subject: Re: getting single dragon to work
Message-ID: <C739BD4574FF401147@qut.edu.au>
Sender: daemon@seq.uncwil.edu (Admin)
Organization: UNCW news/mail gateway service
Date: Fri, 13 Nov 1992 00:24:00 GMT
Lines: 37
>Dragon game, and I'm wondering what the point of BOMB is? I assume this
>is just a subpart of the game, because there's nothing to bomb.. did I
>miss a file?
>
>I too, noticed this. I can't even bomb. I can't find any keys for it, except
>up and down.
>Also, for the game, would it be too big to ask for a sound flag. I would like
>to play it during class, maybe. You might make something on the screen flash
>when a punch or kick has been thrown, so you know you are hitting something.
>Sound would be nice to shut off. Maybe have it check to see if BELL mode is
>on or not. The sound has always been something I didn't like about Joust. I
>can never play it in class.
>
>Keep up the work, pal. Speed the game up!
Yeh...speed seemed to be the main complaint I have had with Single
Dragon...and something I will definiatelt work on. As for Bomber...this
is just a subsection of the final game.
here is what I want it to end up like
1) 4 Fight scenes (completed (sort of))
2) Bomber scene (with things to bomb! - and missles to hit u)
3) a car rally scene (this should be mega easy to implement in SCHIP)
4) a few more fight scenes to finish off.
ok...so this would probably take up too much memory for the standard
32k, but I intend to have each stage decompress itself (RFU) as you
reach it.
As for seeing a MORE visual punch...I'm not sure I'll be able to do this
with out slowing the game down, and I'm almost certain which you'd prefer;)
For the time bwing, tho, I have a test in 3 hours, and another tomorrow.....
Thus SD is on the backburner until my 3MONTHS holidays ;) :) ;].