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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
-
-