yayness, I seemed to be having some problems with my site, I expect rich has been working some of his magic on the server, it look like its working now though.
Thanks wiggett for posting a backup screenie, much appreciated.
anyway, more updateness for you:
the joypad routines are in place so the game can now be played properly and it's a whole lot more fun with the pad, the stress test level i'm playing just now has 240 baddies on it and it's very hard. I have also given the enemy an accuracy setting for their firing at you as well as an independent fire velocity, so now the baddies fire at different speeds and accuracies, allowing for better level structuring. There is a bonus object type in place that can be collected to recharge your shield. i will include more upgrades as i think the game needs them, but I want to avoid overloading the game with powerup's and making it too easy. The games this is based on had no upgrades for the firing and never had shields either, come to think of it those games were not agint the clock either. So i'm deviating from the original games more and more. I want to retain the difficulty and simplicity though. I have removed some of the more demanding effects from the game, everthing that blew up used to throw shrapnel across the landscape and kick up dust clouds. As i add more real game content these effects have caused a fair amount of drag on the game, especially if it was loaded with baddies and you had twin firing enabled.
Mnemonix is also helping out on this game were going to impliment a web based high score table for the game, which should be nice. I will also poast new screenies as soon as the next load of additions are in place and working.
thanks for your intrest, Grant.
PS, please excuse my dire spelling and punctuation, moving from writing code to normal text always has this effect on me for a while.
Ohd Chinese Ploverb say : Wise Eskimo, not eat yerrow snow.