TIP: Click on subject to list as thread! ANSI
echo: apogee
to: JAMES BUWALDA
from: ANDREW BIELER
date: 1996-08-14 11:37:00
subject: How the gun works

JB> AB> The game programer selects a target and adds a small 1-20 pixel 
JB> AB> bitmap that flickers at a pre-determined rate, and it strobes for a 
JB> AB> pre-determined time. If the gun is in the right position, and the 
JB> AB> triger is pulled, this will close the circut in the gun. There is a 
JB> AB> diode in the gun that detects the strobe, and if the circut is closed 
JB> AB> and the diode detects the strobe, it sends the information for a 
JB> AB> "hit" to the processor. The game reacts accordingly. It works like 
JB> AB> those laser-tag guns, only backwards. It only takes a mild 
JB> AB> understanding of `lectronics to build an interface for a PC.
 
JB> Is that how they did it on the nintendo(ugh!)?  
That is they way it is always done, with every gun.(exept American Lazy)  The 
technology changes and gets better. The superscope is much better, but the 
damn thing needs batteries.
JB> have the enemy bitmap be the same size as the strobe bitmap(or 
vice-versa).
JB> be able to hit the enemy at a decent area... Sorta like ROTT when you 
shoot
JB> of the lamps or pots, it flashes in flame colors then explodes.
I would sugest several small bitmaps all over the entire target, that don't  
scale when the target does. The flicker refresh for an entire 32x64would  
suck up a LOT of precious memory when you have a ray-casting game like ROTT  
or DN3D. If you make a few small bitmaps instead of one, it would make more  
work for you, but when the player takes a shot at the monster and an arm  
blows off, or throws a grenade and his legs go flipping into the air, I can  
tell you, it would be more cool than a generic death animation.
->Blacksmith<-
... nfx v2.8 [C0000] OOH, I hate Xanth! #/!%@$ Xanth!                         
--- InterEcho 1.19
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