Subject: VS Bomber, release 0.3 Stefan M. W. Sittler and Benjamin C. W. Sittler are proud to announce: VS Bomber, release 0.3 A videogame bearing a slight resemblance to HudsonSoft's Bomberman The next version of my prime waste of time is ready for your consumption, if you choose to partake. The source and DOS (DJGPP+Allegro) binary at http://www.nmt.edu/~bsittler/vs0_3.zip includes some new features: * there's a working 'poison' item with a marker sprite * there's a non-working 'glove' item * there are several renderers, switchable with the -R NUM command-line option (including a first attempt at a "rippling water" renderer) * once again, the ZIP file is smaller than the previous version (only 235k this time, it would fit on a DSDD 5-1/4" floppy!) * there's finally some documentation (in HTML and in ASCII w/ASCII-art) * remote control bombs look different and act different (one blows up each time you activate your remote control) * time bombs sorta work now * there's a signature logo (sorta) if you run vs -L; it's a run-length-encoded string in the source file, since that makes vs.c smaller, and the decoder is like three lines anyhow * on termination, the program configuration is printed in a form usable in the Allegro CFG file; copy'n'paste to make the last game's settings be the future defaults. * there's a teaser for a piece of vaporware on exit :) TESTING I'd love it if you could let me know how (and whether) VS Bomber runs on your system. I strive to write reasonably compatible programs, but incompetence strikes where I least expect it... X11 VERSION Version 0.3 has been built and used successfully with XWinAlleg. The auto-frameskipper code doesn't seem to work too well in X, though, so you may need to specify a frameskip (see vs -h for how to do this.) FAST & JERKY The autoframeskipper has improved a bit since the last version, but still has a few problems. You may need to specify a frameskip. TO-DO The glove isn't implemented yet. I'm considering parabolic paths of the form y = 1 - 0.444444 * x * x and y = 0.333333 - 1.333333 * x * x for throw and bouncing bombs, respectively. I'll probably do it all in fixed point, though. I have been experimenting with reduced (2-color and 16-color) tilesets, and the results are much better than I anticipated. If I can find (or write) EGA/VGA code I should be able to support 640x480 or 640x400 on a wide variety of ancient hardware. Whether these cards can actually keep up with VS Bomber remains to be seen. Victory, scoring, and level ending are definitely on the to-do list. More run-time configurability would be a good thing... Eventually, of course, an AI would be nice so you don't have to find a friend to play against. TCL and SIOD look promising as AI scripting languages. I have tried using SMOKE-16, but writing AIs in 16-bit RISC asm is no fun... -- "Benjamin C. W. Sittler" http://www.nmt.edu/~bsittler/