Path: chuka.playstation.co.uk!news From: "Jon Prestidge (Jon@surfed.to)" Newsgroups: scee.yaroze.freetalk.english Subject: Re: BreakDown Date: Tue, 11 Sep 2001 12:50:58 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 33 Message-ID: <9nktr7$pk22@www.netyaroze-europe.com> References: <9ndh5t$e5h4@www.netyaroze-europe.com> <9nfbdm$hav2@www.netyaroze-europe.com> <9nff2n$hav4@www.netyaroze-europe.com> <9nfi94$hav6@www.netyaroze-europe.com> <9nj8bc$pk21@www.netyaroze-europe.com> NNTP-Posting-Host: host213-122-69-190.btinternet.com X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2615.200 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2615.200 Hello Chris, sorry I've not got time to look for the bug right now... I've only just got round to trying the game. I like the game... it'll be even better when it has a few SFX too. It has a nice 'professonal feel' about it. Perhaps the most effective weapons should have a limited number of shots per level so that you have to make every shot count. Anyhow I like the array of weapons. > If you count how many enemies > you kill and how many > should attack you, you are one short, ... are there more enemies on level 6 than the others... if so perhaps you've over-run the an array, and the last one never gets sent to the OT. >Also, and this could be connected is > that the 'spinning' enemies > occationally disapear without being shot, > and just as rarely reappear later. ... have you wrapped the angle of thier rotation OK? I.e. setting the angle back to zero (plus the remainder) when the angle goes over 4096? Oh yes and thanks for the mention on the front screen.... if it's a mention for the auto_arc_tan routine then no need to have my name in lights that big.... When I said give me a mention if you use it I had envisaged a mention in teeny-tiny print at the bottom of some list of stuff, off some sub menu or something. Jon