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"Computer Space" Sim / Clone Not available On This Site Anymore
DaredevilDave:
Please re-download the game!
I fixed a bad bug today in "Bezel Mode" where the explosion flash would not disappear.
It's still version 0.85 because I am lazy, so download it again either above or from here:
http://www.mdigitalmedia.com/computerspace/
This was a big update so make sure to get the newest version.
Is anyone still here? ???
Howard_Casto:
I've got a question. Is it normal for the ships to just stay there after you shoot them? I'm not familiar enough with computer space to know if that's correct or not, but something seems off... maybe the ships don't pause their firing long enough or something.
DaredevilDave:
--- Quote from: Howard_Casto on September 23, 2017, 01:52:52 pm ---I've got a question. Is it normal for the ships to just stay there after you shoot them? I'm not familiar enough with computer space to know if that's correct or not, but something seems off... maybe the ships don't pause their firing long enough or something.
--- End quote ---
Thank you! This is the kind of thing I'm hoping we can figure out together :) ;D
Are you asking if the ships should move away after they have been hit? Say they are sitting still and you kill them, then they reappear again in the same place, still not moving?
The way I have it now, the saucers movements are random. They will move in one of 8 directions (or not move at all) for 3-5 seconds(?), then move another random direction.
They can also sit still, but I programmed that to be less frequent.
I can program it so that, if the ships are sitting still when hit that they will move once they reappear. Am I understanding this?
From watching the real game:
- it seems that the saucers, when shot, continue to move while invisible.
- they do not re-appear randomly at all as far as I can tell, unless the random direction has changed in the meantime.
- I haven't noticed what they do after being shot or collided with while sitting still.
I don't know what you mean about the 'not pausing their firing long enough'. I think the saucers reload and fire about 1/2 a second after the previous missile disappears. I did notice the saucers firing while they are dead, I think (thought I fixed that)
I can fix any of this stuff, so please let me know if I'm on the right track.
Howard_Casto:
Yeah I think you need to force movement once shot. In a couple of games they kept sitting in place and it wasn't very fun.
I'm sorry, when I'm talking about the shots, I meant when the player gets hit sometimes the saucers shot again as soon as the player recovers. That's another question... does the player just restart in the same place once hit?
I haven't had much time to test so what I'm talking about might not be 100% accurate... I need to play it more. Unfortunately I don't have anything running Linux to test either, but when I get time I'll play around a bit more. Thus far I've been very impressed with what you've made.
DaredevilDave:
--- Quote from: Howard_Casto on September 23, 2017, 09:54:10 pm ---Yeah I think you need to force movement once shot. In a couple of games they kept sitting in place and it wasn't very fun.
I'm sorry, when I'm talking about the shots, I meant when the player gets hit sometimes the saucers shot again as soon as the player recovers. That's another question... does the player just restart in the same place once hit?
I haven't had much time to test so what I'm talking about might not be 100% accurate... I need to play it more. Unfortunately I don't have anything running Linux to test either, but when I get time I'll play around a bit more. Thus far I've been very impressed with what you've made.
--- End quote ---
Thank you!
Regarding the real game, based only on the videos I've seen:
- The saucers in the real game change direction more often than mine do, and in a tighter set of random numbers, if there are any at all. About 3-4 seconds.
- The player ship does not reappear in a random spot when shot. Its momentum continues.
- The saucers don't change course when they are shot and disappear, unless they were already going to at that time. They don't hyperspace to a random spot ever.
I may have reintroduced a bug where the saucers can shoot while they are dead. I will look out for that. I thought I saw a shot come out of thin air once.
I am not sure if their shot frequency changes when you die. Say a saucer missile hits you just as the missile was about to die/time out. The saucer would then be ready to fire another shot at about the time you finished spinning/dying. I will look into this and see what should be happening.
Thanks for the heads-up. I welcome any questions and suggestions!
I really need to play a real machine one time. There must be one in the SF bay area. I haven't tried to find out.
ETA:
I just watched a video
- The saucer did fire a shot while it was dead and invisible.
- The saucer fire rate does not appear to change when you die. I watched a shot hit at the last second and the saucers fired again when it should have. BUT...
- The saucer firing rate does appear to be a little bit slower than mine, which will help the problem you had. I was wrong. It's the same.
- The saucers change direction about every 3 seconds in the real game. Mine was random between 2 and 6. Fixed it. Makes the game a lot tougher.
- The saucers sometimes stay still for 2 "turns" (6 seconds)!!! So I am going to have to leave that how it is.
I do have it programmed so that there is a 1 in 9 chance that the saucers will sit still every time they change direction. It's the only direction change that has the possibility of being adjusted since I knew I may want to do so. If it seems too frequent I can change that.
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