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Text File | 1997-06-12 | 1.6 KB | 52 lines | [TEXT/CWIE] |
- .9
- .5
- .6
- 2
- 60
- 250
- 0.30
- 13
- 250
- 250
- 25
- 7
- 10
- 1
- 30
- .1
- .3
- .2
- .2
- .2
-
- What do all these numbers mean?
-
- They are the constants used in Spiked 2.0 to determine certain characterists of game play.
- You may change them if you like, but beware that changes may make game play rather eratic.
-
- In order, each number represents:
- 1) How fast a player accelerates
- 2) The force exerted by a gravitron
- 3) How quickly any object decellerates to its max. normal velocity
- 4) The time, in ticks (60ths of a second) between frames. Fast computer can boost this up to
- 1, to make the game go very, very quickly, or you can slow the game play by setting it to
- 3, or even 4.
- 5) How many ticks you pause after the end of a game to display the winner-loser screen
- 6) How often, in frames, a rift will be created. This is the inverse probability (1/this = prob
- that a rift will open up in a single frame
- 7) The chance that a rift will deposit a rock, as opposed to a gift
- 8) The optimal number of sprites on screen.
- 9) The number of frames that a twister holds its victem in thrall
- 10) The number of frames that a gravitron will affect its target
- 11) The maximum velocity a player can achieve
- 12) The natural -- optimal-- velocity a player will default to, left to his/her own devices.
- 13) The player's mass. 10 is normal
- 14) The mass of the bullet
- 15) The mass of the cannonball weapon
- 16-20) The relative probabilites that a given gift will materialize. Here's what these mean:
- 16) LIFE
- 17) CANNONBALL
- 18) TWISTER
- 19) SPEED
- 20) GRAVITRON
- #16 + #17 + #18 + #19 + #20 must equal 1 (sum of probabilites = 100%)