New Game: Left Behind

edited July 2017 in Brand new software
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This is loosely based on the book/film 'The Martian', and is an entry to the ZX-DEV conversions competition.

It's made using P.G.D though I hacked it to make collision detection less severe, allow intro, gameover, congrats screens, infy lives choice, and define keys. 8 levels, some pretty tricky but manageable.

Info page:
http://spectrumcomputing.co.uk/index.php?cat=96&id=30411
Direct download:
http://spectrumcomputing.co.uk/zxdb/sinclair/entries/0030411/LeftBehind001.tap.zip

It's 1983 again!

Post edited by R-Tape on
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Comments

  • Didn't you already release it under a different name?
    Website: Tardis Remakes / Mostly remakes of Arcade and ZX Spectrum games.
    My games for the Spectrum: Dingo, The Speccies, The Speccies 2, Vallation, SQIJ.
    Twitter: Sokurah
  • edited July 2017
    Nope, I announced it at ZXDEV but this is the first release (it was released there earlier this affa).

    When announced it was 'Martian' but I changed the name as although it's a million miles away from Andy Weir's book, I didn't want to risk the wrath of his lawyers. The title is also fits the fact that after all these years, we're still using the Spectrum.

    Post edited by R-Tape on
  • Ah, yeah - "Martian" ... that's what thought. But fair enough - your explanation is accepted B-)
    Website: Tardis Remakes / Mostly remakes of Arcade and ZX Spectrum games.
    My games for the Spectrum: Dingo, The Speccies, The Speccies 2, Vallation, SQIJ.
    Twitter: Sokurah
  • Hi Dave, nice to see something done with PGD. I had not seen anything like that for more than a while. I watched the movie when it was released so I can make sense of the screens :-)

    I am not familiar with PGD, so I would like to ask, does the engine allow you to animate guardians, or create features like moving platforms or death animations?
  • the human face screaming in space suit is pure gold. ;)

    thanks, R-Tape!
    MAME Stuff | ZX Spectrum favorites | Bubble Bobble Series chart / wiki | PC configuration
  • edited July 2017
    @Alessandro
    Thanks for playing. Ste Nichol's did Takeout Freakout with PGD fairly recently.

    Yep with PGD you have 4 frames of guardian animation, none of which I took advantage of, and 8 for the player. You can't create custom features, no moving platforms or death animations*. Given your expertise with the freedoms allowed by AGD I think you would hate PGD! I've been feeling creatively stymied of late so the restrictions actually helped me.

    PGD has a couple of bugs too, but hopefully the more critical one won't rear its head.

    *Jonathan did see fit to include some anti hack measures though, which made including the infy lives option a pain.

    @abelenki
    Nope, it's INK 3 :-p
    Cheers, I had Chronos in mind when I did that. I love a good Easter egg.

    Post edited by R-Tape on
  • Sorry fellas!

    You should have seen it before I hacked the collision detection.

    Keep trying mik! Step by step it gets much easier.
  • edited July 2017
    Very difficult, but nice. There is a bug on this screeen (after losing a life, it appears once in a while).

    bug.gif?dl=0

    Post edited by Andre Faria on
  • edited July 2017
    I can't see the picture but I assume it's the Gaffa Tape screen. If you fall on the spikes sometimes you end up walking in the attributes.

    I'm afraid that's a bug in PGD, I'd need to take it apart to fix that. I'll see what I can do but it won't be this weekend.

    Sorry!
    Post edited by R-Tape on
  • edited July 2017
    Yep you have to change ?dl=0 to ?dl=1 when you host images on dropbox.

    bug.gif?dl=1

    I'm actually unfamiliar with PGD, is it very different from AGD? Most people seem to do platformers in AGD rather than shmups, although I've seen some fantastic stuff pushing the envelope recently (Allan Turvey and Dave Saphier).

    Post edited by colonel32 on
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    Thanked by 1Andre Faria
  • edited July 2017
    Bug fixed. Please download again from the original link.

    Thanks for the reports, apologies again.

    The PGD bug does not relate to the deadly block as I first thought, but to the fact that it is possible to jump outside the screen if the player starts right at the top, as it does on this level. I just moved the player start position down to fix it.

    @colonel32
    PGD is very different to AGD. There is no scripting and less options, think of it as an expanded, easy to use Manic Miner/JSW level designer.
    Post edited by R-Tape on
    Thanked by 2Andre Faria abelenki
  • edited July 2017
    Plays smooth and nice, but I'd like to report a bug - it's too flippin' hard...! I can't get close to finishing the second screen..Took me about 30 minutes to get off the first one.. :))

    [Edit: though have just read the description properly and I see there are only 8 levels, so I'm effectively somewhere between 15 - 20% of the way through the game... :D ]
    Post edited by Morkin on
  • Lovely, smooth, difficult one, Dave. :)
    Many thanks!
  • Morkin wrote: »
    Plays smooth and nice, but I'd like to report a bug - it's too flippin' hard...! I can't get close to finishing the second screen..Took me about 30 minutes to get off the first one.. :))

    I didn't get any other playtesters before release but I didn't realise I'd made it that hard. You've been playing too many text adventures! :-p
    DeusX wrote: »
    Lovely, smooth, difficult one, Dave. :)
    Many thanks!

    Eyyy Deus, nice to see you about. I guess that means I don't need to record an RZX...
  • R-Tape wrote: »
    Eyyy Deus, nice to see you about. I guess that means I don't need to record an RZX...

    Indeed. :)

    Although I don't know if I should submit it already or wait for the improved version. Are there more screens in mind, btw?

  • edited July 2017
    Sorry the message at the end of the game was misleading. By improved I mean totally different (!), I have no plans to return to this PGD version but submit something coded myself and more adventure driven. That's the plan anyway...

    If you've done an RZX please submit it, I'd love to see how you negotiated the hazards.

    Post edited by R-Tape on
  • R-Tape wrote: »
    Sorry the message at the end of the game was misleading. By improved I mean totally different (!), I have no plans to return to this PGD version but submit something coded myself and more adventure driven. That's the plan anyway...

    If you've done an RZX please submit it, I'd love to see how you negotiated the hazards.

    Ok! Some rollback here and there as you can imagine. By no means I record walkthroughs for competitive/skills reasons, but in order to show the games potentials at their best if possible.

    The rzx will be on its way to Daren's archive in a minute. :)
    Cheers.
    Thanked by 1R-Tape
  • Really enjoying this, Mr Tape :)

    I've been playing this on and off for a couple of hours now. It's very tricky, but I've managed to get as far as the Radioisotope Thermal Generator so far (using infy lives, but avoiding using snapshots). It must have taken me 50 goes to get off the Gaffa tape level but I'm starting to get a good rhythm going now. Very addictive and very frustrating. Feels like a speccy game then :)

    The levels are really nicely designed (obviously with a good deal of thought put in) and I like the way you can keep jumping vertically on the melting platforms while you plan your next move. Handy ;)

    Cheeky Funster (53)
  • Morkin wrote: »
    Plays smooth and nice, but I'd like to report a bug - it's too flippin' hard...! I can't get close to finishing the second screen..Took me about 30 minutes to get off the first one.. :))

    Yep, too hard for me too! I like working out the logic and path puzzles of platformers, but I find striving to get pixel perfect jumps a bit tedious. Shame, 'cos it's a nice looking game.
  • edited August 2017
    Just had a quick play - nice graphics, nice gameplay, tough like Manic Miner (I might choose infy lives next time).

    Am I imagining it or does collecting O2 let you jump further?
    Post edited by LoadingScreech on
  • edited August 2017
    Just had a quick play - nice graphics, nice gameplay, tough like Manic Miner (I might choose infy lives next time).

    Cheers for playing. I wish I arranged play testing by others now, I fell into the developers trap of getting too used to it. I didn't realise so many of the jumps were tricky, I normally hate pixel perfect jumps like thricenightly. Ho hum.
    Am I imagining it or does collecting O2 let you jump further?

    Haha, NO!

    (I mean no it doesn't and yes you are imagining it!)

    Post edited by R-Tape on
  • R-Tape wrote: »
    Haha, NO!

    (I mean no it doesn't and yes you are imagining it!)
    Ahh - wishful thinking on my part. Ha ha!

  • Gah...! Come on then... How the boomin' ecksville do you collect that key and get down to the bottom left of the screen??!

    jBb2Wf.bmp

    It's too far to fall through the platform at the top left, and it's too big a jump to get over the mini wall in the bottom left... :-??

    Confused of Bristol
  • Spoiler:

    The good news is that 2 and 3 may be the most difficult levels!

  • Doh..! Morkin's lateral thinking skillz = 0

    Level 3 was fairly easy, am stuck here now...

    xOuZVN.bmp

    Lost all my lives trying to jump from that cyan platform, though I'm probably missing something blindingly obvious....
  • Thanks for playing and sorry!

    It's a do-able jump but you do need to get right to the edge.

    Albert's RZX is in the archive.

  • Grrr... I'll get you R-Tape...! (shakes fist)

    8-}
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