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000170_amos-request@svcs1.digex.net_Sat Dec 20 23:30:01 1997.msg
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>From amos-request@svcs1.digex.net Sat Dec 20 23:30:01 1997
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From: "Garfield Benjamin" <gbenjam@sosbbs.com>
To: "AMOS MAILING LIST" <amos-list@access.digex.net>
Subject: SideShooter Almost Ready...
Date: Sat, 20 Dec 1997 22:31:56 -0500
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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