would also be nice if the callout of the waving oids to rescue could be included. And replacing the high pitch shooting sound with the more pleasing one from the Mac version.
clarkcwskent
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Thank you for remembering the window size! 馃榾 Unfortunately it does not remember size when starting again on my Mac. A resolution select for a larger viewing area would really be nice on modern systems… 馃槑
I think the editor would benefit a lot from mouse support.
What do you say about adding the call outs of the oids when the ship is near?
The shooting sound has a high pitch that is a bit hurting the ears. The sound of the Mac version was a bit more pleasing.
The Spectrum Next isn鈥榯 able to display the slightly more detailed objects and the added background tiles?
Somehow it would be cool if you could do a Mega65 version, too. Have that machine, just wonderful…
Wow! I'm stunned that there is finally a new OIDS - with editor! :) Even for my Mac! Wonderful! :)
I'm a fan and a registered user since the first hour and was in contact now and then with Kirk Baker even when OIDS.X was released (unfortunately this latest version needs a PPC so it does not work anymore). Because of poor sales he never considered an update for modern systems.
It would be nice if you could add selectable resolutions for the game window for a lager screen area! It's better to play if you have more visible space - his was a big improvement on the Mac version back then. Not just enlarged graphics, OIDS 2.0.1 even provided slightly higher resolution game graphics.
And can you add saving the set window size?
Is it possible to load the galaxies from the Mac version? I have a large collection of galaxies if you like.
Did you check out OIDS.X? Graphics and animations were improved. The people to rescue even called out (woohoo!) when the ship was nearby. The resources are in the game folder (manual/images).
https://web.archive.org/web/20160303193128/http://www.xavagus.com/
This port is THAT great that you should consider regular computer versions with highres graphics. I've not seen such a good Q-Bert version for a very long time! I only noticed that Q-Bert animation sometimes continues after dying - and collecting the green ball that stops the time should also make Q-bert invincible so that he does not dye touching enemies like it鈥檚 used to be in the arcade original.
Must be something in the Emulator I tried with. This afternoon I installed H.E.R.O. Is Back in my MiSTer and now speed is the same as the PC version. Weird.
I also tried the original H.E.R.O. In NTSC mode on MiSTer and the sounds are faster there, too. It looks like there was never a NTSC/PAL fix for that game. Maybe it would be nice for all NTSC users to have the same experience…
After playing a while I noticed that because of PAL it's slower than the PC version - and it's much much easier because of this! So I switched the C64 to NTSC and it feels a lot more challenging like the PC version! But sounds are also much faster in NTSC mode, would be nice if the sounds can be the same speed as in PAL. Maybe there should be a witch PAL/NTSC in the options...
Overall I like the labyrinth style - something new to the game! H.E.R.O. was always a little bit too linear and this adds some fresh variation! I always wondered if any new aspect can be added to the game like hidden passages or a new kind of monsters. But it would be a balancing act fitting the game…
I鈥榤 also wondering and certainly mentioned it before if a kind of level editor would add something new as fresh ideas could be realized by the players what e.g. keeps Boulder Dash still alive.
I do not fully understand how to start a level by a code. It took a while to figure out how to enter numbers in the first place, not very intuitive. Nevertheless after entering a code it always starts with first level here. Can you explain? Moreover I would like to be able to enter the code by the number keys and pressing return to start, at least optionally.
You are certainly right but the distance of each move is too big and so hard to deal with in my opinion. So maybe less distance between this "jumps" would also make the movement a little bit more fluid. It is causing the game to be much more difficult than necessary.
The walking animation should be improved. It is looking very weird.
This is a very nice clone, too:
