>It's GREAT I love it. Thanks for putting this up.
Cool. Glad you like it!
>I love the speed increase - having forward motion faster than reverse
>changes the way you play a lot. for a small change it makes a big
>difference.
Yep, it's *speed tank*! ;-)
>Gorf bullets I like less. It makes things just a little to easy.
[...]
>Faster firing by reducing the range would be better omho.
Agreed. I'll leave it in as a switch in the "custom" configuration menu,
but probably have it off by default.
>The 90degree turn I'm also not mad on. like the gorf bullets it feels
>like a bit of a cheat. I much prefer the telleport or shield ideas. They
>have a sort of atari asteroids credibility.
True. I just added it 'cause I immediately saw how to do it. ;-) I'm not
sure how the collision detector works yet, so shields are a little harder
still. Actually, I don't *need* to understand how the hit-detector works,
just where it gets checked so I can skip the consequences if Start is held
down when it happens. I'll just trace back from when the player's life
counter gets decremented (I know where that is done).
>Moving turret :-) hit the start button to go into turret mode - swing
>the turret left and right with the right handle move forward and back
>with the left handle. Hit the start button again to return to drive mode
>to steer. You'd have to move the field of view wedge on the radar. It'd
>be cool to drive by an enemy tank and view it in parallax as you zoom
>past.
Possible with a lot of extra work. The whole navigation system is based on
which "direction" the tank is pointed...
I can make the player tank turn rates different than the enemy rates now
too. ;-)
>Someone mentioned would it be possible to have 2 enemy tanks on the go
>at once? could that be done if you removed the saucer?
It's probably do-able, although probably very difficult. If I figure out
the shape tables it might be possible to just point the UFO structure at the
Tank data or something... Having another firing opponent would be *major*
work since all the tank/player missile structures are back-to back with
other data and all use zero-page addressing.
Anyone think there's any value in changing the bonus-tank scoring? I found
that too. (With a table stashed off in *vector* ROM for some bizarre
reason.)
-Clay
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Received on Fri Oct 13 15:25:23 2000
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