Right... the shield.
Don't wanna say other bul....t more than I just did, but thisis what I see:
we could assume that when we activate the shield then a counter starts to count inside the program.
Well, does SR's shield counter go back to "0" when the player releases the downposition of the stick ?
I say this because in the "original" Asteroids game seems that this counter has a kind of "delay" which determinates how long you can keep the shield activate again after you de-activate it . This is to prevent the ship to be protected for too long time (easy: activate the shield, wait until counter reach its minimum value before ship's explosion, then re-activate shield ! ... If you do it in "Asteroids" your ship explodes after less than a second...)
Don't wanna say other bul....t more than I just did, but thisis what I see:
we could assume that when we activate the shield then a counter starts to count inside the program.
Well, does SR's shield counter go back to "0" when the player releases the downposition of the stick ?
I say this because in the "original" Asteroids game seems that this counter has a kind of "delay" which determinates how long you can keep the shield activate again after you de-activate it . This is to prevent the ship to be protected for too long time (easy: activate the shield, wait until counter reach its minimum value before ship's explosion, then re-activate shield ! ... If you do it in "Asteroids" your ship explodes after less than a second...)
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