TIP: Click on subject to list as thread! ANSI
echo: apogee
to: JAMES BUWALDA
from: ANDREW BIELER
date: 1996-08-17 17:26:00
subject: How the gun works

JB> AB> I would sugest several small bitmaps all over the entire target, that 
JB> AB> don't  scale when the target does. The flicker refresh for an entire 
JB> AB> 32x64would  suck up a LOT of precious memory when you have a 
JB> AB> ray-casting game like ROTT  or DN3D. If you make a few small bitmaps 
JB> AB> instead of one, it would make more  work for you, but when the player 
JB> AB> takes a shot at the monster and an arm  blows off, or throws a 
JB> AB> grenade and his legs go flipping into the air, I can  tell you, it 
JB> AB> would be more cool than a generic death animation.
JB> 
JB> Ok, I suggested  32x32's because when I played area 51, it actually had
JB> crosshairs flash on the screen to where you had just shot.  I did think 
abo
JB> the multiple death things, injury frames.  I'm going to make them fall on 
t
JB> floor and die for about 2-3 seconds and then fade out.  Well, i'am going 
to
JB> to do what area 51 does.  Use FMV and place bitmaps of enemies along the 
wa
Well, now that is another idea, if you have the memory you can place an  
"invisible"matrix that flickers at rates the human eye can't see over the 
whole screen, when the gun closes the circut and matches the specific flicker 
rate with a section of the screen it then checks to see if any sprites are in 
that section. If so then the computer makes the according hit/miss. It  would 
also make a sprite of a crosshair possible. Arcade like.
                                                   -=-Blacksmith-=-
... nfx v2.8 [C0000] Gotta scoot, granny's in the moonshine a-gin'!          
--- InterEcho 1.19
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