thank you
RobSmithDev
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Edit: Just watched your Twitch stream. Basically a head shot doesnt kill the rabbit, it just does more damage. The second loop through they're much harder to kill. I suspect better balancing might help.
It’s using proper hardware collision detection so it’s pixel accurate. With the mouse it actually drops to a hitbox of 1 pixel for the bullet so if you click a transparent part of the rabbit it won’t hit it. Also the head and body have different damage awarded and their health is a little random too.
This might have been what you were seeing. The blood splatter only appears for a brief time if you do hit and due to hardware limits there’s only ever two of those on screen at a time.
I'm curious about the inaccurate comment? If this is with a light gun then you may need to adjust your setup and run the calibrate option. If anything its actually a little too accurate and not fogving at all. If it shoots in the wrong place then you may have your CRT monitor brightness too high as the light gun is picking up the CRT beam at the wrong position.
hi the game is limited based on an upper Ram limit. I did want more attacking rabbits but they all take up ram.
If I wanted to support 24-bit graphics then it would need a very powerful machine to run, which again isn’t the point. The 32-colour palette is very optimised for both the background and rabbits, and on a CRT looks great
it treats all variables as ‘longs’ (32 bit) and being 16-bit every variable causes two memory fetches regardless of what you are doing. There’s a fair few ‘if’ commands just for the elfs alone. I don’t think it re-uses a register a variable is fetched to so every time it’s needed it’s fetched again. My next task is an AMOS to C converter so I can optimise it!












