NEW CRONOSOFT RELEASE: Captain Drexx (128K)
Hello all.
It's been a while but there is a brand new Cronosoft release this week,
CAPTAIN DREXX
which is a 128K only Tower Assault type game. Priced at ?3.99 + postage
I'm taking pre-orders at the moment, and it'll be ready by the end of the week.
For those that want just the emulator version, please email me direct - it's half price, but easier
if I invoice and email you the file. I'll even include the inlay too, if you want to make your own copy and print it out.
www.cronosoft.co.uk
www.facebook.com/cronosoftgames
It's been a while but there is a brand new Cronosoft release this week,
CAPTAIN DREXX
which is a 128K only Tower Assault type game. Priced at ?3.99 + postage
I'm taking pre-orders at the moment, and it'll be ready by the end of the week.
For those that want just the emulator version, please email me direct - it's half price, but easier
if I invoice and email you the file. I'll even include the inlay too, if you want to make your own copy and print it out.
www.cronosoft.co.uk
www.facebook.com/cronosoftgames
Post edited by chaosmongers on
Comments
I'm ashamed to say that I haven't properly played Captain Drexx yet, ditto most of the Russian releases that came out at the same time.
Are you still planning to release these games?
We have now 2014. The authors starved to death while waiting for the release :-D.
Yes...I know... :) I've been very inactive over the past year or two. Weeks turn into months which turn into years... I admit I've been very lazy and other things have zapped my time, like band practicing and gigging, extra working, etc., which took the weekend spare time away that I used to devote to Cronosoft. However.......I'm going to make an extra effort to make time.
Egghead's Cracking Day Out, and Buzzsaw are next up for release. Just need to get this first flurry Drexx's out.
Ian Munro's ShapeShifter is also imminent. There will be a competition to design the inlay illustration...erm... as soon as the free demo appears on here. (Maybe it's already here? I've not checked today..)
The other stuff...
I'm still having big problems getting ZX81 tapes working and have done for a long long time, which is a real annoyance, as I've got various superb ZX81 releases just sat there :( You'd think with the slow loading speed of ZX81 stuff, that it would be easy to get the software working when transferred to tape, in comparison to the much faster Speccy.... unfortunately this isn't the case.
I will get onto the authors of the VIC games too - hopefully they'll still allow me to release them - if I haven't pissed them off too much with the delay!
Many years ago, maybe 2012, I sent you a box of Virus cassettes (about 12 of 'em) You did get 'em didn't you? :S
About the ZX81, what's the method you are using? Do you produce a WAV file first, then replicate it to tape? If so, what are the programs you are using?
Is More Tea Vicar? available again? Long time still for the version of Buzzsaw +?
Thanks!
Have you tried zx81putil ?
JSpeccy-win32-portable
I'm still getting used to the game so haven't beat level 2 yet, but I love the tactics involved. I've not been quite so absorbed in a speccy game for a while.
Congrats to the author/s
Also I'm not sure I understand fully the tower upgrades - so you press 'M' on the tower then press 1-4? Taking tower type 1 it goes from green to magenta in the bottom corner. Does pressing 1 make any difference to pressing 4?
Nice game. It's a lot more hectic than a lot of tower defence games - the enemies really leg it across the screen..! :o
I keep failing on the very last wave on level 2, getting there though. I've realised the importance of the 'slowdown' tower (type 4) but think I need to understand the upgrades better to get that final wave.
Cronosoft or VBI: More tower info please! Preferably with pictures!
EDIT: I can clarify that, given I was the music composer and the tester of this game. =D
Cheers, now that I've reached level 3 I'm beginning to realise how towers 1,2 & 4 work but I still think a game this good deserves proper instructions. The in game instructions are good but it needs more.
It would help the playing experience to know the full details of how each tower behaves, things like their range and what upgrading does to it.
Also - the 'baddies' themselves could do with a bit of description (speed, how many hits etc), from the easy first sprites to that seemingly invincible spaceman. (I've not managed to get him yet!)
They are part of the fun in this type of games to try different carnage experiments.
For example some statistics for this encyclopedia could be :
Towers: numbers for power, speed and range; type of dealt damage (stats would be nice here too): ground/air/exploding/splash/freeze enemies; build/upgrade cost
Enemies: numbers for health and gold award; type of speed: very slow, slow, fast, very fast ; type of dealt damage: ground, air, explodes, heals enemies, disables towers, spawns enemies..; lives taken if it manages to reach the gate; resistance stats
Also in this game, every tower has a pattern to highlight the ground, so it could be interesting to give the player this information: form and number of cells (square, pentagon, etc) and above all how the power and rate of fire is divided between each cell
JSpeccy-win32-portable
I had no access to instructions or else I would have included them. Like you, I just had to figure it out for myself and didn't quite have the time to write my findings down. I guessed people would enjoy finding it all out for themselves. Ummm... :)
There's already loads of info on the screen - power, cost. What I'd like to know most of all is the behaviour, range and what upgrading does to each tower type.
Perhaps it's something better supplied by those that made the game.
That's all I need now, I can have some fun experimenting :-)
Has anyone managed to stop the indestructible spaceman (wave 9) on level 1? I see even in the RZX it reached base.
Brilliant, brilliant game.
EDIT > these instructions are google translated from the zx.pk.ru announcement of the game.
This strategy.
The task of the game - to deal with the advancing enemies before they cross the map by building towers that attack them when they are near.
If passes dozen enemies - all kapets
With each wave of attack enemies are more protected.
Along the path are Monstera. bottom - the choice to buy turrets. first there is one turret. you put a tower next to the road (on the road or on the other tower is not a new place) - Monstera killed, becoming trohi tower away from the road - not to kill, not enough coverage.
"Coverage" defeat towers highlighted in yellow. the yellow - Tower useless.
dumb bullets.
-that would strengthen Done towers - Upgrade towers: Select this, appears below the tower with the cost - poked at her, and if enough money - oops, the tower has a different color, and hits harder.
Towers have different damage and different coverage. Coverage is shown in yellow. At higher levels of the tower (marked color red - max) - Increases the damage done.
For tower 4 - freezing inhibits enemies - increases the duration of action.
To control the mouse or keyboard favor: OPQAM
Spacebar - Pause (something you can build, upgrade)
1,2,3,4 - choice for tower installation, pressing - set in the pointer position.
Quick upgrade - any of the keys 1,2,3,4 after choosing the desired tower.
"About Claudia - there are shortcuts to the construction and upgrade towers. Type this:" 2 "key, select the location of the tower again" 2 "push - Tower stands. On upgrade: choose a tower, you press" M "and then" 2 " - Tower proapgreydzhena.
That's all. Do not need to drag the cursor to the bottom of the interface. "
Dunno what to say because I haven't played much yet fearing that I end up lost in addiction :p
JSpeccy-win32-portable
Then it's time for the crash course!
Well, you've got the first tower, which is the strongest (especially if you upgrade that) and cheapest of all the other towers, but it has incredibly poor range and shooting speed. The remaining two offensive towers have better range and shoot faster, but at the same time they're more expensive and deliver a bit less damage.
Building just the first towers is not really a viable tactic (at least beyond level one) - damage is not everything, especially given that gaps between creeps might be pretty, pretty tight. At the same time, ditching the first towers when you get the other three is not an option either.
That means you might need to come up with a decent combination of this, that and a little bit of those.
Phew! I'm at about 10 hours of play now and almost completed it - the very last wave got my last life. Levels 1-6 should become relatively easy, with the main challenge being the last 2.
Cheers for the tips. I found 'Touch and Go' really difficult to get the balance right, so had many, many tries at that. 'Spiral Defence' looks a bit more straightforward, and I nearly finished it on my first try.
Longest gaming stint I've had in a while. Ooof.