Hi Stephen, good to see you are still experimenting with AGD.
I noticed a flaw in this room's design. If you jump up to the top platform there is no way of going back down without losing a life, the height is excessive. Click on the thumbnail to enlarge it:
Also, do the UP and FIRE keys have the same function?
I noticed a flaw in this room's design. If you jump up to the top platform there is no way of going back down without losing a life, the height is excessive...
Also, do the UP and FIRE keys have the same function?
1.Thanks, I will sort that right away.
2.Up and Fire do the same thing as there is a *spoiler alert* change of control system/sprite type near the end of the game. I initially started making a Vega version and didn't like D-pad up for the end of game function but finished the 48k Spectrum version first.
The website host (Wix) provides the link from my earlier post - I'll have to look into why it's not an approved/tested download provider as I've had issues myself when using Chrome to test downloading my own games.
Hi Stephen, good to see you are still experimenting with AGD.
I noticed a flaw in this room's design. If you jump up to the top platform there is no way of going back down without losing a life, the height is excessive.
RetroPhase2014 said:
Problem sorted in the version on Dropbox - link is on my reply to R-Tape (above).
Hi, I'd just like to announce my new ZX Spectrum 48k title CR: The Escape, a platform game, which is available to download HERE.
Hope you like it!
Stephen
Hello, is very interesting, i like load in AGD for example but no can load ¿?
The game is standalone and does not need AGD to be played.
Yes yes, i like you Cap1&2, but i like load code in AGD for have examples to make "Manic miner" games . I love games AGD.
You game seems shaken code ¿? , not matter, thank.
good game, nice oldschool feel and playability. would be greatly improved if you could fall about twice as far without dying I reckon, just IMO
Thanks! :)
As I never released any Speccy games in the 80's I thought it best to stick close to the Manic Miner control option in AGD, including the jump table (from which fell-to-far is derived by AGD) to avoid alienating people used to 80's commercial games and how they handle.
As it happens I made a PC demo of a Cap'n Rescue game this year, in which falling in no way takes any health from the player, similar to control models for certain unnamed console platform heroes.
Hi, I'd just like to announce my new ZX Spectrum 48k title CR: The Escape, a platform game, which is available to download HERE.
Hope you like it!
Stephen
Hello, is very interesting, i like load in AGD for example but no can load ¿?
The game is standalone and does not need AGD to be played.
Yes yes, i like you Cap1&2, but i like load code in AGD for have examples to make "Manic miner" games . I love games AGD.
You game seems shaken code ¿? , not matter, thank.
8-} You'll have to excuse me. Even though I know these 8-bit games are really easy to hack (the first one was poked for infy lives in a matter of hours of being released) I only just finished it after 3 weeks of level design and a week of debugging, and the same day I announced the game you wanted my development save to look at inside AGD.
AGD makes game design fairly simple to design but I'm still feeling very attached to what took me so long to make, and I haven't even finished the ULA+ version yet. You're making me feel sad and mean at the same time.
Thanks for the game. I'm playing right now.
Fine about deaths when falling but sometimes they are not clear, for example I died after falling from a platform to the closest one.
IMO a bit of brighter colours could make the graphics look better
Thanks for the game. I'm playing right now.
Fine about deaths when falling but sometimes they are not clear, for example I died after falling from a platform to the closest one.
IMO a bit of brighter colours could make the graphics look better
Okay, thanks for the colour suggestion.
Was there any room(s) in particular you were having a problem with the falling in?
Was there any room(s) in particular you were having a problem with the falling in?
Well some deaths are confusing like when you jump over an enemy from a platform, another ones are funny like when you let yourself fall to get a coin.
You know what.. this exploration of death traps is really interesting. It'd be nice to see different death animations before making the sprite disappear and spawn at a far spot, along with different texts like 'ouch! you broke both legs', 'watch your bones!' etc
Was there any room(s) in particular you were having a problem with the falling in?
Well some deaths are confusing like when you jump over an enemy from a platform, another ones are funny like when you let yourself fall to get a coin.
You know what.. this exploration of death traps is really interesting. It'd be nice to see different death animations before making the sprite disappear and spawn at a far spot, along with different texts like 'ouch! you broke both legs', 'watch your bones!' etc
Well, any changes to text won't make it into this game - AGD doesn't like new messages being added after a point.
I wanted to do a seperate ULA+ version with AY sound but I've noticed (I know you didn't mention sound) on another thread that J.Cauldwell was saying AGD tries to find space in memory for new sounds but sometimes loops back on itself, so I wonder if it does the same with text.
The first Cap'n Rescue game can be downloaded from my website http://stephennichol81.wix.com/loadingscreech
(left panel on homepage if using a PC. Scroll down to bottom on a mobile device).
The forcefields need to be shot 3 times with the laser power up (yellow boxes with dashed lines) dotted around the witch's lair.
Comments
I noticed a flaw in this room's design. If you jump up to the top platform there is no way of going back down without losing a life, the height is excessive. Click on the thumbnail to enlarge it:
Also, do the UP and FIRE keys have the same function?
1.Thanks, I will sort that right away.
2.Up and Fire do the same thing as there is a *spoiler alert* change of control system/sprite type near the end of the game. I initially started making a Vega version and didn't like D-pad up for the end of game function but finished the 48k Spectrum version first.
Yes, I'll upload it to my Dropbox and post the link here on WoS very soon.
I like this game, congratulations !!
And also I saw your blog, very good !!
Thanks, and thanks again. Glad you like them :)
The game is standalone and does not need AGD to be played.
Yes yes, i like you Cap1&2, but i like load code in AGD for have examples to make "Manic miner" games . I love games AGD.
You game seems shaken code ¿? , not matter, thank.
Thanks! :)
As I never released any Speccy games in the 80's I thought it best to stick close to the Manic Miner control option in AGD, including the jump table (from which fell-to-far is derived by AGD) to avoid alienating people used to 80's commercial games and how they handle.
As it happens I made a PC demo of a Cap'n Rescue game this year, in which falling in no way takes any health from the player, similar to control models for certain unnamed console platform heroes.
8-} You'll have to excuse me. Even though I know these 8-bit games are really easy to hack (the first one was poked for infy lives in a matter of hours of being released) I only just finished it after 3 weeks of level design and a week of debugging, and the same day I announced the game you wanted my development save to look at inside AGD.
AGD makes game design fairly simple to design but I'm still feeling very attached to what took me so long to make, and I haven't even finished the ULA+ version yet. You're making me feel sad and mean at the same time.
Fine about deaths when falling but sometimes they are not clear, for example I died after falling from a platform to the closest one.
IMO a bit of brighter colours could make the graphics look better
JSpeccy-win32-portable
Okay, thanks for the colour suggestion.
Was there any room(s) in particular you were having a problem with the falling in?
Well some deaths are confusing like when you jump over an enemy from a platform, another ones are funny like when you let yourself fall to get a coin.
You know what.. this exploration of death traps is really interesting. It'd be nice to see different death animations before making the sprite disappear and spawn at a far spot, along with different texts like 'ouch! you broke both legs', 'watch your bones!' etc
JSpeccy-win32-portable
Well, any changes to text won't make it into this game - AGD doesn't like new messages being added after a point.
I wanted to do a seperate ULA+ version with AY sound but I've noticed (I know you didn't mention sound) on another thread that J.Cauldwell was saying AGD tries to find space in memory for new sounds but sometimes loops back on itself, so I wonder if it does the same with text.
This new Version 3.3 can be downloaded HERE
http://www.zx-spectrum.cz
http://www.zx-spectrum.cz
The first Cap'n Rescue game can be downloaded from my website
http://stephennichol81.wix.com/loadingscreech
(left panel on homepage if using a PC. Scroll down to bottom on a mobile device).
The forcefields need to be shot 3 times with the laser power up (yellow boxes with dashed lines) dotted around the witch's lair.
Thanks for playing and have fun! :)
Didn't know that one myself - thanks!
(I'll have to build cheats into the next game).
Found your screenshot maps while searching the web - nice!