Hi Dark:

Sure. I got that. I was just merely speculating that if I wanted to
branch out into other games, other side-scrollers, the source code for
MOTA might be a good place to start. That is assuming, of course, that
I fix the bug in the code causing it not to work with ropes now. I
have not been able to use ropes in MOTA for the last six months, and I
absolutely can not find the bug in the code causing the game to
completely ignore the ropes. Still, besides that I am sure the basic
code would work for any number of classic side-scrollers. Even
something as simple as Rowland on the ropes, because I wouldn't have
to use the jumping etc if I didn't want to.

Cheers!



On 12/30/13, dark <[email protected]> wrote:
> Well Tom, the existing code for Mota at least as per the last beta I have is
>
> a good bit more complex than Rowland was, ---- at least in character
> movements.
>
> In rowland as I said, you didn't do any jumping, every passage or rope was
> exactly the size of your character and all enemies took up the entire space
>
> meaning you had no choice when confronted with an enemy but to run or try to
>
> shoot or scare them.
>
> the challenge in the game firstly came from avoiding or shooting the enemies
>
> (who were pretty fast), and from the fact that each level was a randomly
> generating maze, and thus the configurations of ropes and passages as well
> as the placement of bonus items, extra lives and bullets were always random,
>
> and the mazes were pretty big, ---- at a rough guess (and it is a rough
> guess given I haven't played the game for close to 20 years), the mazes were
>
> something like 50 x 100 tiles in size (they were slightly taller than they
> were long), though the exit was always in the same place at the center of
> the top row, so at least you always had something to aim at.
>
> Beware the grue!
>
> Dark.

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