With some help on the AtariAge forums, it was pointed out that an error in my code was causing the screen to jump. It also came to my attention that the game was not capable of running on hardware, possibly due to the formatting of comments.
So with those changes implemented I had moved onto power-ups.
I had decided to place them in a separate bank and after trial and error think I had gotten their appearance and disappearance to work well.
Using the timer variable, I have the power-ups checked at one point each cycle. At that point anotger variable is randomized. It has the chance of becoming a few things:
There is also a slight possibility no power-up is picked. When the variable corresponds to one the others are pushed off screen. The variable then continues to increase. Once it reaches a certain point it disappears.
The timer then goes through it's next cycle and performs it's check again. Depending on how tings work, there may be greater chance for no power-up.
I may also add another power-up - an umbrella.
I hope to add a couple more things for progressive difficulty, with the big thing being rain. I think I can implement this by randomising the ball Sprite for the appearance of rain and modifying movement. I was thinking an umbrella could be used to minimize movement issues.
Obviously I would be utilizing more than 9 virtual sprites so I plan on having player9 switch what it is depending on the situation.
I have also not determined the color and size of the power-ups. Part of me want each Sprite to have it's own colors while I also want ten to flash. I also don't know if they should appear as large as the player0 sprite or if I should make them smaller to minimize flickering.
So with those changes implemented I had moved onto power-ups.
I had decided to place them in a separate bank and after trial and error think I had gotten their appearance and disappearance to work well.
Using the timer variable, I have the power-ups checked at one point each cycle. At that point anotger variable is randomized. It has the chance of becoming a few things:
- A watch - that provides more time on the timer.
- An energy drink - that will allow for increased speed.
- Money - increased score.
- 1up - an extra life.
There is also a slight possibility no power-up is picked. When the variable corresponds to one the others are pushed off screen. The variable then continues to increase. Once it reaches a certain point it disappears.
The timer then goes through it's next cycle and performs it's check again. Depending on how tings work, there may be greater chance for no power-up.
I may also add another power-up - an umbrella.
I hope to add a couple more things for progressive difficulty, with the big thing being rain. I think I can implement this by randomising the ball Sprite for the appearance of rain and modifying movement. I was thinking an umbrella could be used to minimize movement issues.
Obviously I would be utilizing more than 9 virtual sprites so I plan on having player9 switch what it is depending on the situation.
I have also not determined the color and size of the power-ups. Part of me want each Sprite to have it's own colors while I also want ten to flash. I also don't know if they should appear as large as the player0 sprite or if I should make them smaller to minimize flickering.
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