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New Game: Left Behind


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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My games for the Spectrum: Dingo, The Speccies, The Speccies 2, Vallation, SQIJ.
Twitter: Sokurah
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.
My games for the Spectrum: Dingo, The Speccies, The Speccies 2, Vallation, SQIJ.
Twitter: Sokurah
https://sinclairql.wordpress.com
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?
thanks, R-Tape!
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.
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You should have seen it before I hacked the collision detection.
Keep trying mik! Step by step it gets much easier.
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!
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).
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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.
[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 ]
Many thanks!
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
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?
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.
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 ;)
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.
Am I imagining it or does collecting O2 let you jump further?
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.
Haha, NO!
(I mean no it doesn't and yes you are imagining it!)
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
The good news is that 2 and 3 may be the most difficult levels!
Level 3 was fairly easy, am stuck here now...
Lost all my lives trying to jump from that cyan platform, though I'm probably missing something blindingly obvious....
It's a do-able jump but you do need to get right to the edge.
Albert's RZX is in the archive.
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