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Re: Silly question...



BLuRry wrote:
>
> I also have a //c with a mouse (as well as a mouse interface card in my
> //e) so once I am less distracted by apple game server stuff I will
> probably work on a small set of routines around supporting our little
> one-button friend, mostly in respect to replacing joystick routines.
> (wouldn't it be awesome to have mouse support in stellar-7?

Yes, it would ;-)

> How about marble madness?  Millipede/Centipede/Midnight Crawler?

In Marble Madness the player simply "continously" jerks in the
direction he wants the marble to move - for as long as he deems
necessary. A continous movement is not a good thing for a mouse,
however, as the player has to lift the mouse and put it back to its
"origin" and move it again.

Centipede could be well made with mouse input as the original arcade
game had a trackball IIRC. However, for this game I like digital
joystick interfaces more as they introduce a timing element: "Will I be
able to reach the next best shooting position in time?"
Similar to a lot of "base defend shooters" like Space Invaders, Galaga
etc. A personal preference thing, I guess.

>  Or any number of paddle-based games and breakout variants?)

Paddle games and Breakout variants usually translate well because both
devices adapt to the players speed - and the games (should) mirror the
reactions on screen appropriately.

> The file-based games are small enough to hack in this regard, I think,
> so it's only a matter of time...

Its probably still not an easy task.

> As for me, the only thing that really held me back is the lack of mouse
> support in applewin -- but now I can send binary images over to a real
> //c for testing (thanks to the apple game server) so now my test cycles
> have been reduced dramatically.

I want to move development ("tinkering") completely to the IIe in the
long run - contrary to the public opinion/trend - so I'll buy a mouse
for it as soon as I can get one.

bye
Marcus