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- Firstly, thanks to the people that helped me with my query a while back
- on moving a car around the screen with a better feel (of inertia) to it.
- It was suggested that I read the Inertia tutorial which I promptly did.
- I also found an example program of a Lunar Lander style code.
-
- I have since got it feeling reasonably good with sliding around corners,
- acceleration, etc. and introduced gears, and 2 cars controlled by 2 joysticks.
- I tried out some of the recent suggestions on car collisions of just simply
- transferring the speed of one car to the other and adding in some friction.
- When the cars collide a boom sound is played and they reflect off each
- other and I turned it into a sort of "smash-up-derby" where you start with
- 5 lives, each life consisting of a certain amount of damage. Once one player
- has lost all his lives the other is declared the winner. The graphics are
- pretty crude and there is just a still background.
-
- Now I want the cars to have some interaction with the background. I would
- like to have a track, or perhaps just some obstacles to avoid which would
- cause damage also. What is the best way of going about achieving collision
- detection with the background and with various objects around the track.
- e.g. a grandstand or fence or an oil slick.
- The cars are currently bobs but there is probably no reason why they
- cannot be sprites.
- Should I just draw the background in a certain colour range and check
- for collision with certain colours( I think this method was used in the
- space ship shoot em up game which came with AMOS,-its name escapes me)
- or create the background using bobs and use bob collision techniques.
- Any suggestions?
-
- Also there is a small amount of flicker which I would like to get rid of.
- Any suggestions on removing that. i.e. Should I be using autoback 0 with
- the bob update off and bob clear,bob draw techniques? I had a go at it
- but couldn't get it working. Any suggestions on that one also would be
- appreciated.
-
- -thanks in advance
- Max
-
-