OK, I've just finished the game! :) (On real hardware! ;) ). 16200 points, heh.
Really great stuff, I had a feeling I was playing on Amiga500 or Atari ST. :)
Definitely the best of 2014, in my personal opinion. Graphic and playability considered (also cool music and good sound FX).
Thanks A LOT for Your work.
PS: Don't use slow-ram because it might be a reason of the music's slowing-down.
Thanks for your positive analysis Yerz, if all goes to plan the 3rd instalment in this series will materialise next year. Whereas it will be basically the same game dynamics this one will use the full 128K and have more features/tasks/baddies etc.
The only thing we have a problem with is with AY music, we cant seem to be able to find any decent AY musicians to contribute, although theres supposed to be this Polish guy whos pretty good we've heard ;)
Heres 2 versions, the Z80 file runs as it should, but the TAP file has issues which I cant resolve. The issues seem to be concerning the paging in of bank 6 which runs slower.
Less in the second part because there is FINALLY where to SIT! ;) Without a danger of getting killed. ;)
Anyway. Do the sprites move every 8 pixel here, or every 16 pixels (2 attributes?).
Moving every 8 pixels should be OK. It should be totally possible to move every sprite with a factor of 8 pixels (one attribute). And it would look much better.
(Which doesn't change the fact I love the game and I have finished both parts ;) ).
Less in the second part because there is FINALLY where to SIT! ;) Without a danger of getting killed. ;)
Anyway. Do the sprites move every 8 pixel here, or every 16 pixels (2 attributes?).
Moving every 8 pixels should be OK. It should be totally possible to move every sprite with a factor of 8 pixels (one attribute). And it would look much better.
(Which doesn't change the fact I love the game and I have finished both parts ;) ).
Tried 8 pixel jumps, didn't work out as planned, extremely problematic to be honest. The reason the game has been left fast is to mask the jerky jumps, could put a few halt statements in to slow things down but it would emphasise the jerky nature of the game...
Tried 8 pixel jumps, didn't work out as planned, extremely problematic to be honest.
Really? Strange.
For instance this http://www.worldofspectrum.org/forums/showpost.php?p=696053&postcount=6 has been designed to move every 8 pixels (1 attribute).
On the other hand - maybe that's why nobody ever coded it, haha (a pity, I have most of stuff ready, actually).
Well, dunno.
Comments
Heheh, seems like You're talkin' with a fan, hahah. One can't hide anything from them. ;)
OK, hours pass and I still play Your game! ;)
But now I have a question: what should I do in the place with inscription: "ZAP THE BERK"?
But OK, I encountered the green stuff several times more, and finally I got back to the "ZAP THE BERK" with a counter showing 251.
And then sadly the game crashed when I tried to enter the place. And it does it every time. :( Hmmm. Dunno why.
So I should enter there with the counter showing "0", I presume?
You zap the berk when you have stung his 58 unwashed comrades...
Yes, the counter must read 0 when you sting the ring leader, anything else will not suffice...
Will try again tomorrow! :)
Really great stuff, I had a feeling I was playing on Amiga500 or Atari ST. :)
Definitely the best of 2014, in my personal opinion. Graphic and playability considered (also cool music and good sound FX).
Thanks A LOT for Your work.
PS: Don't use slow-ram because it might be a reason of the music's slowing-down.
Thanks for your positive analysis Yerz, if all goes to plan the 3rd instalment in this series will materialise next year. Whereas it will be basically the same game dynamics this one will use the full 128K and have more features/tasks/baddies etc.
The only thing we have a problem with is with AY music, we cant seem to be able to find any decent AY musicians to contribute, although theres supposed to be this Polish guy whos pretty good we've heard ;)
WILLY THE WASP II LONGPLAY NOW UP AND READY TO WATCH:
www.youtube.com/watch?v=7Eix4yWcEmI&list=UUcITkDKLmEkMlLy-QX5RE0w
Zeus
www.youtube.com/watch?v=7Eix4yWcEmI&list=UUcITkDKLmEkMlLy-QX5RE0w
ZEUS
maybe You could take it from me -
http://yerzmyey.republika.pl/WTW2.zip
Should be present version.
Byez,
Y
http://www.zx-spectrum.cz
Thanks Yerz will have a look at this later.
The use of colour is one of the best ive seen on any Speccy game
Minor bad point.
the game runs too fast, same with WTW1. Id love for this to slow down a bit.
Less in the second part because there is FINALLY where to SIT! ;) Without a danger of getting killed. ;)
Anyway. Do the sprites move every 8 pixel here, or every 16 pixels (2 attributes?).
Moving every 8 pixels should be OK. It should be totally possible to move every sprite with a factor of 8 pixels (one attribute). And it would look much better.
(Which doesn't change the fact I love the game and I have finished both parts ;) ).
Tried 8 pixel jumps, didn't work out as planned, extremely problematic to be honest. The reason the game has been left fast is to mask the jerky jumps, could put a few halt statements in to slow things down but it would emphasise the jerky nature of the game...
Really? Strange.
For instance this http://www.worldofspectrum.org/forums/showpost.php?p=696053&postcount=6 has been designed to move every 8 pixels (1 attribute).
On the other hand - maybe that's why nobody ever coded it, haha (a pity, I have most of stuff ready, actually).
Well, dunno.