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asdf


Advanced Newbie


Joined: 17 Aug 2008
Posts: 73

Posted: 29 Sep 2008 06:39:23 pm    Post subject:

I am talking about how when you press up, the paddle jumps up one pixel then pauses for a split second before smoothly continuing upward. It would also make the game a little bit faster to use a more direct approach. ;-)

Btw, i think the name is clever and has a lot of potential for making a really funny game.


Last edited by Guest on 29 Sep 2008 06:41:35 pm; edited 1 time in total
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cjgone
Aw3s0m3


Active Member


Joined: 24 May 2006
Posts: 693

Posted: 29 Sep 2008 07:35:01 pm    Post subject:

I would say to worry less about the paddle's movement and more about the ball aspect and how you will handle collisions.

There's pixel collision, object collision, etc. Generally object collision is better, but harder depending on if you've worked with such tasks before. Pixel collisions work but are generally not to respectable in the asm coding groupie because there's enough speed in asm for object collisions.

If you have any questions, theres a large community to help. Very Happy


Last edited by Guest on 29 Sep 2008 07:37:37 pm; edited 1 time in total
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pugboy


Active Member


Joined: 11 Apr 2007
Posts: 544

Posted: 29 Sep 2008 07:42:15 pm    Post subject:

Oh, that was just me not holding the key :P

As for the collision, I am using coordinate comparison like in my BASIC version.


Last edited by Guest on 29 Sep 2008 08:01:51 pm; edited 1 time in total
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DarkerLine
ceci n'est pas une |


Super Elite (Last Title)


Joined: 04 Nov 2003
Posts: 8328

Posted: 29 Sep 2008 09:59:48 pm    Post subject:

I also strongly suggest you replace the call to _GetCSC with direct input. It really makes a difference to how smoothly the game reacts, and is also good practice for any future games.
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