Uploaded April 2023 | Updated September 2026, 2 weeks ago
I fixed the disappearing missile and some of the collision issues I had over the last week. It looked like my coordinate checks when respawning the player sprites after a collision never fully reset the variables. This was because the players are drawn every other frame, they fall 3 pixels at a time and raise 2, and I only checked if a coordinate was greater than a certain number.
After putting a simple line in things seem to work and I haven't experienced a single disappearing missile yet. This is a 2-player test with my son. Normally my 2-player tests are limited because the hot keys usually start activating Stella options like Turbo Mode but I discovered we can play if I plug in a joystick for him. Only criticism from him was that the speed of the asteroids may be a bit fast. Depending on how the original game is I may make some modifications, like smaller asteroids or randomized starting locations of asteroids to make starting different... but my son also was not playing to be competitive so I am not sure if that played into the gameplay.
The end of the video has a bit of the debugger as I noticed a brief jump in scanlines. I wasn't really doing much but showing my son all the parts of the debugger and how it works (based on my limited understanding).
Message from one of the Grocer Gang/my son
:
("Hello. I am Mannix and would just like to say to be part of the video")
I fixed the disappearing missile and some of the collision issues I had over the last week. It looked like my coordinate checks when respawning the player sprites after a collision never fully reset the variables. This was because the players are drawn every other frame, they fall 3 pixels at a time and raise 2, and I only checked if a coordinate was greater than a certain number.
After putting a simple line in things seem to work and I haven't experienced a single disappearing missile yet. This is a 2-player test with my son. Normally my 2-player tests are limited because the hot keys usually start activating Stella options like Turbo Mode but I discovered we can play if I plug in a joystick for him. Only criticism from him was that the speed of the asteroids may be a bit fast. Depending on how the original game is I may make some modifications, like smaller asteroids or randomized starting locations of asteroids to make starting different... but my son also was not playing to be competitive so I am not sure if that played into the gameplay.
The end of the video has a bit of the debugger as I noticed a brief jump in scanlines. I wasn't really doing much but showing my son all the parts of the debugger and how it works (based on my limited understanding).
Message from one of the Grocer Gang/my son
:
("Hello. I am Mannix and would just like to say to be part of the video")










