Would be possible an ULA 64 colors edition for the ZX?
Hexaae
Recent community posts
BUG (1.2): while playing 1. Pause the game, 2. quit to Main Menu, 3. press a key and select R to Redefine keys. Game will accept no input and you'll be stuck... Same after game over.
Redefine keys does work only on first load.
May I also suggest QoL improvements for controls?
a) Avoid player repeated jumps just keeping JUMP button pressed: consecutive jumps should be allowed only after button (re)press, not by keeping JUMP pressed continuously or just too long.
I often end up jumping two or three times just because I hold the jump button down for too long.
b) let player redefine JOY FIRE = JUMP or SWORD FIRE (ATM is == jump). No need to change menu UI, you can just add more options: Joystick=off, fire, jump.
Ah, sorry was introduced by the Deluxe version under MAME... ;)
Other minor things: in game ESC should ask you "Do you want to quit? Y/N", and would be great if it would save hi-scores.
I made a drawer ColorIcon for it: English Amiga Board - View Single Post - Outrun AGA
Per curiosità sto facendo varie prove... e anche Paint.NET fa un ottimo lavoro: salvando in PNG si può specificare il livello di pixel-dithering.
Esempio su Cyberpunk-2077-RTX-screenshot2-1.jpg (3840×2160)
Dithering con Paint.NET (immagine pre-convertita 640x360 per mantenere aspect ratio):
Great enhanced remake! Workbench and MINI versions: keyboard not working at all (??), joystick only.
POSSIBLE IMPROVEMENTS:
Screen shaking effect (TNT explosion) could be better: with a smoother and faster trembling.
A bit too static candle fuse sparkles sprite when you place the bomb.
Add bouncing effect when Rick dies.
Please, can you also add Pause (P) and ESC to quit back to main menu? 🙏🏻
Is it also planned an injector mode through fake dll loading like SweetFx...?
I wish there was a way to just drop a pair of files next to the game.exe to play with shaders applied (just like SweetFx did), launched as usual from GOG/Steam etc. No need of .bat scripts or launching it separately before/after the game is running...
Great work!
Just a few things that can be improved IMHO:
- when ply gets hit, he instantly moves back not in the direction of the hit but to the back he's facing. This can be improved: based on attack direction, less instant movement: a bit shorter and shaking with flashing sprite maybe
- staircases UP direction range size could be a bit more forgiving, even if player is not well aligned a bit beyond it
- in the 1st sewers if you jump in the UP-RIGHT direction, you often get stuck in the staircase, see pic:
- is it normal the water falling has those violet/blue colors in the upper part (copperlist sky backgrond passthrough)?

Solved using WHDLoad default 3.1 slave to launch the game...
Here Amiga DOCs and icons (ColorIcons) I made for your game: mona_hex.lha
REQUEST: Pause key, ESC to quit instead of RMB.

