I thought I had matched the arcade, but I did swap a less than for a greater than that looked wrong, maybe it was right to start with!
Added some white noise effects for rock falling, hitting the bottom and fygars breathing fire
346 bytes free
Oh, I have a 4 minus in the macro, so the test was correct to start with!
Also, it starts on level 1, not level 0 - Doh!
The plan is to have the same number of monsters per level and very close tunnel positions too.
The code can't handle two rocks falling simultaneously, so they are placed further apart if two were too close in the arcade.
DigDug wasn't a game I played more than a couple of times bitd, so don't necessarily notice when something is wrong until someone points it out
If it is in something I have just added it is usually much easier to fix it straight away, so please, anyone, point things out.
Added some white noise effects for rock falling, hitting the bottom and fygars breathing fire
346 bytes free
Code:
MACRO en f,p { EQUB (4 - f) * 4 + p - 1 } ENDMACRO.enemies : en 1,3 : en 2,3 : en 2,3 : en 2,3 : en 3,3 : en 4,2 : en 3,4 : en 3,4
Also, it starts on level 1, not level 0 - Doh!
The plan is to have the same number of monsters per level and very close tunnel positions too.
The code can't handle two rocks falling simultaneously, so they are placed further apart if two were too close in the arcade.
DigDug wasn't a game I played more than a couple of times bitd, so don't necessarily notice when something is wrong until someone points it out
If it is in something I have just added it is usually much easier to fix it straight away, so please, anyone, point things out.
Statistics: Posted by tricky — Tue Dec 31, 2024 5:26 pm