Need a hint...

By thegeps

Paladin (737)

thegeps's picture

12-04-2021, 17:30

To further improve playability I've added this mod on Freedom Fighter: now during midlevel and endlevel bosses, a powerup globe "falls" everytime the boss itself restart its movement/attack pattern

There are no problems on midlevel bosses: they are 8x 16x16pixel sprites out of 14x 16x16 pixel I've reserved for enemies on screen (so 4 bicoloured objects out of 7 bicoloured objects)

But endlevel bosses are tilebased, and collision are checked with 6 invisible sprites (set as boss' weak points). Now, the issue is that the explosion I put to show when a bullet hit the boss is the last object I can put on screen (6 invisible enemies as weak points + 1 explosion). The only way I found is to disable hit-explosion when the power up globe is on screen (the globe is a bicoloured object too). When the globe is taken or it reaches the bottom of the screen, hit-explosion are visible again.

do you think it is an acceptable compromise?

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By Daemos

Paragon (1940)

Daemos's picture

12-04-2021, 23:02

Yes it is. Propably in the heat of the fight it will remain unnoticed anyway. Only recently i spotted bugs in zanac and aleste2 playing those games well over 15 years of my life.

Its either that or ugly terrible sprite flicker. I say sprite flicker only when no other compromise is possible.

Explaining the problem with a video would surely help a lot. You will get votes for life.

By thegeps

Paladin (737)

thegeps's picture

12-04-2021, 23:55

Ok, then! Tomorrow I'll record a video to show you all how it appears Smile

By sdsnatcher73

Paragon (1722)

sdsnatcher73's picture

13-04-2021, 05:44

Maybe you can reduce the number of vulnerability sprites from 6 to 4 for that period? That way the fight can continue only 2 attack points less (instead of 6). And maybe it is even possible to cycle the remaining 4 sprites over the 6 positions (so effectively the loss may become even less noticeable).

Hope this makes senseWink

By thegeps

Paladin (737)

thegeps's picture

13-04-2021, 16:12

ok, found a solution. I've set an extra object for the hit-explosion. When a bullet hit a boss, a flag is set. during isr, when updating the sat this flag is checked every oddframe (when I do the reverse sat) so if it is set the explosion is displayed instead of first invisible object (wich is a boss' weak point), but without changing its coordinates nor its status (active/inactive) so the collision routine doesn,t fail in checking it (wich happened when trying to use one of weak points' sprites instead of the globe's one as I was doing before)

here's a first level run: there are a fight against the midlevel boss and against the endlevel boss. As always 720p50hz (else some srpites will be disappear in the video due to reverse sat flickering and video low framerate)

https://youtu.be/ud1jUm4E0UU

By Daemos

Paragon (1940)

Daemos's picture

14-04-2021, 07:18

See that's what i meant. I checked the movie twice and only noticed something @ the first boss and them thought: "sooooo what are the complaints here?"
It looks just fine. Nobody will notice anything. The game is fast paced and looks tight.

By thegeps

Paladin (737)

thegeps's picture

14-04-2021, 10:26

Thank you Big smile

Yep, first boss (like all midlevel bosses) is made of sprites so some flickering is expected. Now that I've implemented rapid fire it occours more than before, because the boss could be hit 3 times in rapid succession. But stll not really annoying