Deep Thought wrote:
You might have mentioned this before (and I didn't notice), but is that thick checkerboard wall an "instant death" obstacle? I'm guessing blocks will pass through it but not the player, right?


Absolutely right ^^
Those are VERY nice particle effects indeed; would you mind explaining the math behind them? Also, for the exploding rays that end the level, are those pre-programmed angles or calculated on-the-fly?
There's nothing special about the particles - every frame when the box is being disintegrated, a particle is created within the confines of the object with a random velocity between -32 and 32 in the x and y direction. If rand mod 16 is 0, then the particle gets deleted.

The rays are generated on the fly. This creates problems as sometimes they bias to one side, but as I'm planning to use a different outtro altogether I'm not focusing much on this.
I see a few that hang around, waggle a bit, then disappear. They start with the initial momentum of their creator object, no?
Yeah, they do, but they're also affected by a random factor. I may have changed this a bit in the new version, however.
leafiness0 wrote:
Yeah, they do, but they're also affected by a random factor. I may have changed this a bit in the new version, however.
Aight, good to know; thanks for the clarification. This seems like it would be trivial to do in vanilla z80 ASM, yet no one seems to have done it, so perhaps if I ever get back to working on M-Game I can attempt it.
Did you ever finish it? I want that game so bad right now.
It's not finished yet, leafy said it might take at least till summer break to get finished.
  
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