Dingo

124

Comments

  • edited November 2011
    I thought you had done with this discussion?
    :) I thought the same.

    Thx, Ralf, Turkwel, I just seems never get, how this forum ppl think... Really, maybe I am not very polite, or something, just I personally always like, if something is not ok, that person will go straight to the point, without blabla... My mistake, I tried to make it less straight, introducing a "what a good game! blablabla", but seems this do not get any effect.

    Anyway, Mark, Sokurah, your game is great, graphics are really nice and I like them a lot, game plays fine (except that thing I already mentioned), enjoyed it a lot and hope it will be not the only game you made together.
  • edited November 2011
    First off, in my previous post I did acknowledge that I felt a bit of guilt and hypocrisy about what was written, and perhaps I was a bit OTT with my original mini-rant on this, and maybe a couple of things said were out of order, for which i'll freely apologise. I still think it could have been better dealt with, with a little more politeness (straight and to the point are good but that doesn't necessarily have to mean 'rude') but I don't come here to intentionally offend anybody or p*ss them off, and i'm sure nobody else does either, so hopefully now it IS done with.

    Si
  • edited November 2011
    I just loaded my copy (29/50) into my +3, saved to disk and redefined the keys for Sinclair port 1. Even with my abominable SJS stick the games good, well done guys!!
  • edited November 2011
    Macc wrote: »
    I just loaded my copy (29/50) into my +3, saved to disk and redefined the keys for Sinclair port 1. Even with my abominable SJS stick the games good, well done guys!!

    Thanks. :)

    ...and to clarify - if anyone has been thinking about it - we didn't keep the small numbered cassettes for ourselves...mine is number 28/50. :D
    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 November 2011
    We've been discussing Dingo in #spin and have come to the conclusion that Dingo handles one key at a time.

    Would that be correct Sokurah?
    I wanna tell you a story 'bout a woman I know...
  • edited November 2011
    Played this for the first time this afternoon and its yet another real good game,i know i keep saying it but if/when there is a poll for best game of 2011 its going to be really interesting indeed.
    Keyboard only for me on this too, i have never played a game before that reminds me of so many other games (in a positive way),from the `Ultimate` style loading screen and logo it reminded me of Sabre Wulf,Kangeroo in the way fruit is thrown and the way you have to keep dodging and turning through the maze reminded me another old arcade game called `Targ`

    targ.gif
  • edited November 2011
    I'm REALLY glad my loading screen turned out OK! :)
  • edited November 2011
    karingal wrote: »
    We've been discussing Dingo in #spin and have come to the conclusion that Dingo handles one key at a time.

    Would that be correct Sokurah?

    I'm not completely sure what you mean.
    I mean, basically it does this;

    If LEFT is pressed do something.
    If RIGHT is pressed do something.
    If UP is pressed do something.
    If DOWN is pressed do something.

    So, if you mean "do I check the diagonals?", then "no" - I'm not doing that since I'm already checking the directions separately.

    It sounds like you mean there could be an alternative to this - or is the above what you mean?
    ...spill the beans. :p
    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 November 2011
    Sokurah wrote: »
    I'm not completely sure what you mean.
    I mean, basically it does this;

    If LEFT is pressed do something.
    If RIGHT is pressed do something.
    If UP is pressed do something.
    If DOWN is pressed do something.

    So, if you mean "do I check the diagonals?", then "no" - I'm not doing that since I'm already checking the directions separately.

    It sounds like you mean there could be an alternative to this - or is the above what you mean?
    ...spill the beans. :p
    More to the point do you handle multiple keypresses or a single keypress?
    I wanna tell you a story 'bout a woman I know...
  • edited November 2011
    Sokurah wrote: »
    ...
    It sounds like you mean there could be an alternative to this - or is the above what you mean?
    ...spill the beans. :p

    "[Worried] What do you know about the beans?"

    (c) Neil from the Young Ones, 1984.
  • edited November 2011
    karingal wrote: »
    More to the point do you handle multiple keypresses or a single keypress?

    Hmm, multiple keypresses, I think. You can move and shoot at the same time, or press left and up (eg) at the same time, and the game will do that.

    I don't know how else to explain it. :???:
    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 November 2011
    Sokurah wrote: »
    Hmm, multiple keypresses, I think. You can move and shoot at the same time, or press left and up (eg) at the same time, and the game will do that.

    I don't know how else to explain it. :???:
    Yep, that explains it. Still can't work out why people have problems with the controls though. L R U D FIRE, it's not that complicated...
    I wanna tell you a story 'bout a woman I know...
  • edited November 2011
    Just plays the same as chuckie egg, in CE you press say left/up just before you get to a ladder to go up it. In Dingo if i want to go down at the next junction i press right/down. If the controls were bad you wouldnt get people playing it to level 20 or more.

    Same controls as Chuckie Egg, cant see the problem. And plus as the games free i think you should cater for everyones different opinons on controls and give us a choice of 71 control options please ;)
  • edited November 2011
    If this was a game from the 80's and you'd bought it from WH Smith you'd never have the opportunity to complain about it.

    You couldn't phone up Tim Stamper and say "Tim, the controls are rubbish. Five control keys on one line all next to each other, what were you thinking? Change it straight away"

    So why do people think they can do the same now?
    I wanna tell you a story 'bout a woman I know...
  • edited November 2011
    Cos they can! ;p
  • edited November 2011
    karingal wrote: »
    If this was a game from the 80's and you'd bought it from WH Smith you'd never have the opportunity to complain about it.

    You couldn't phone up Tim Stamper and say "Tim, the controls are rubbish. Five control keys on one line all next to each other, what were you thinking? Change it straight away"

    So why do people think they can do the same now?

    Perhaps I should update it and give it PSSST controls - the QWERT keys. Man, they were terrible. :D
    That'll teach those people a lesson. :lol:
    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 November 2011
    I think all of us were prepared to draw a line under this and let it lie...it's why no one has said anything for 20+ hours about this particular subject. But if you want to carry on picking away at this scab then go right ahead, don't let me stop you.
    karingal wrote: »
    If this was a game from the 80's and you'd bought it from WH Smith you'd never have the opportunity to complain about it.
    Oh if only that was true! Thanks to software houses printing their contact details on the inlays gamers would regularly phone in with questions\comments about the game. One company I worked for even had a person assigned to deal with them (take a bow Dave Cummins.) Once in a while I'd see a comment sheet - alright it was meant to be Confidential but I sneaked a peek! - which was a general roundup of what customers thought about specific games. I know this particular company used feedback like this to help decide if they wanted you to do another game for them or not. I believe this was standard practice in the major software houses for contract staff.
    You couldn't phone up Tim Stamper and say "Tim, the controls are rubbish. Five control keys on one line all next to each other, what were you thinking? Change it straight away"
    You couldn't call up Tim Stamper and ask him the time of day! But I could call up Dynamic Graphics and speak to David Jones and ask him about missing code on his tape - and have a nice chat to him about Spellbound as well. I could call up Gilsoft and ask them to explain to me why The Press took so long to compress a database. I could speak to Elite and ask them why Kokotoni Wilf was so difficult (and have them give me some cheats for it). And that was just me as as someone who'd bought the game and wanted to pass along my comments\questions. BTW those are the ones I can remember off the top of my head, I have no doubt readers who were also around at the time have similar stories.

    Yes...for real...in the 80's you could actually talk to the people involved in the games.
  • edited November 2011
    They wouldn't change the code though!!

    Did David Jones work for Dynamic?
    I wanna tell you a story 'bout a woman I know...
  • edited November 2011
    Turkwel wrote: »
    Yes...for real...in the 80's you could actually talk to the people involved in the games.

    Well maybe, but most people didn't. I was there in the 80s and didn't phone anyone other than Crash magazine to see why my screen dumps of my graphics from the 1st 'On The Screen' feature still hadn't arrived 4 months after the feature appearing.
  • edited November 2011
    karingal wrote: »
    Did David Jones work for Dynamic?

    Oops.....Dynamic Graphics was the name of the program, Procomm was the company. Dynamic Graphics was released on the Mastertronic label as The Graphics Creator. The Procomm release was supposed to include code you could include in your own programs to use the sprite graphics, it didn't. Which is why I called them up and spoke to David Jones about it and he told me the whole story.
  • edited November 2011
    I must admit, i know its weird but i often choose interface 2 controls, quite used to using 67890 !
  • edited November 2011
    Yes, don't pull this discussion about controls any longer. Sokurah knows our points of view, it's up to him what he'll do with that knowledge.
  • edited November 2011
    Jon Needle just wrote to me a couple of days ago to tell me that Dingo is now available as a standalone iOS application - running under Spectaculator of course.

    This version is tweaked to use the Spectaculator controls as default. Here it is running on my iPad. It's a bit hard to control though - it plays a lot better on a real keyboard, but now the iOS option is there for those who wants to play it on there.

    ios11.jpg

    I've also been tweaking the game a bit since then and have done away with the last bits of real wasteful code in there, and have now cleared up about 700 bytes.
    That means I now have a bit of room to work with so I can tweak the controls - once I have time to look into it. For now I'm working on another project (for the PC).
    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 December 2011
    Finally I was able to play the cassette and give an opinion of the game :)

    The game overall is fun and well programmed. The control issues are there...I mean, the game is perfectly controllable and it is not a big issue, specially after some triying practising, although It would have been maybe a bit better if the path issue were a bit more friendly :)

    The game is instant fun, and its quite nice for a quick blast, although with time it gets a bit repetitive (but thats something from the original coin op too).

    Nice game, and now 2 questions: Is there any new thing in the last levels? (I reached 25th)
    Why in the demo the dingos touch the koala and he does not die? :D I want that playing too
  • edited December 2011
    Ivanzx wrote: »
    The game overall is fun and well programmed. The game is instant fun, and its quite nice for a quick blast.

    Nice game, and now 2 questions: Is there any new thing in the last levels? (I reached 25th)
    Why in the demo the dingos touch the koala and he does not die? :D I want that playing too

    Glad you like it. :)

    There is a (very) slight increase in difficulty as you play, but - without checking first - I'm sure that once you've reached level 25 you won't see any further changes.

    The reason the koala doesn't die in the demo when the dingos touch it, is because it's running around randomly and not trying to avoid the dingos, and I wanted the demo to run for around 10-15 seconds and chances are that it'll hit a dingo a lot sooner than that, so I disabled the collision detection in the demo and only used "koala against enemy-fruits" there.
    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 December 2011
    Curious, I was reading more about the story of the coin op, and it is quite rare. There is only one collector who owns one board of the coin op...and the funny thing is that he lives in Weisbaden, just 25 minutes away from me :)

    Its also not very common to see that the coin op was from Jaleco, but developped by ACG...I wonder how they got in contact or how the idea came up...

    Anyways, I think its a nice idea in general to convert coin op which did not have their version in the Spectrum...
  • edited July 2014
    DSCN0285_zps70208f7b.jpg

    I do like this game, spent a couple of hours playing this affa, I managed level 85 but then kind of gave up. Although it becomes fairly easy to complete each level, there is the extra layer of aiming for as many fruit trios as possible.

    I'll be by the radio a lot tomorrow so might try to see if there's a kill screen :-D
  • edited July 2014
    Awesome. I'm glad to hear it's still being enjoyed by people. :)

    Man, level 85 and almost a million points. Amazing, I never thought anyone would play for that long. :D

    ...I can't remember if I did anything to handle levels above 99, but it seems like I could find out real soon. ;) 8-)
    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 2014
    one of the best games ever!
    Find my (mostly unfinished) games here
    https://www.facebook.com/groups/1694367894143130/
  • edited August 2014
    Ivanzx wrote: »
    Its also not very common to see that the coin op was from Jaleco, but developped by ACG.

    Which other coin-ops did the Stampers/ACG work on?
    spectrumcomputing.co.uk/forums
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