Loving it so far Bob. It's an amazing effort and also quite humbling to see someone putting so much time into squeezing our game onto the beloved (but limited!!) Spectrum. Slightly mad of course, but at least you're not attempting a ZX81 version :o)
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Oh yeh of course, it'll be DirectX 11, I'd forgotten about the SharpDX files. Yeh it's a hard game to start with, but becoming familiar with the map makes things easier. There's also a hints and tip page at www.bitglint.co.uk/MelkhiorsMansion if you're getting stumped. Anyway, glad you've got it running ok now, I'll add that GL build to the download list. Have fun! :o)
That's odd, not a problem I've seen before. It's written using Monogame, I'm not sure which version of DX that targets, a quick search doesn't reveal much. There is no DX switch. I've just compiled an OpenGL version for Windows if you'd like to try it. The link is http://www.bitglint.co.uk/temp/mmgl.zip
Just press the fire button to shoot a projectile at the monsters. The default key to fire is Z, or button A on a gamepad, but you can also redefine the keys. Press X to open chests, or button B. Again, this can be defined to a key of your choice.
Thanks for the feedback, glad to hear you're enjoying it. That's a fair point regarding the tutorial. When you're developing a game, and playing it day in, day out, it's so easy to forget that someone completely new to it is not going to know these things. If I do another release, I'll extend that map to cover it. :o)
Sorry but that's not likely to happen. It was written sooooo long ago that I didn't even consider such things back then, and the code base is 24 years old now. It would have to be rewritten. :o/
I've had a couple of Mac users report it doing the same. The crash reports have shown that it's trying to run from "/private/var/folders/". Where are you trying to run it from? On my Mac, I just double click the app bundle icon from the Downloads folder. I'm a bit of a novice when it comes to MacOS, so be gentle! :o)