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lifeschool @ lemonamiga

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A member registered May 09, 2021 · View creator page →

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Yes, loads of progress. The castle image came from an idea I had to remake DOTC with CanDo, which is not hard.  I got as far as ripping the screenshots but never bothered to get further with the idea.   For this project, the aim was simply to get the flame flickering and the stars shining, and the fire in the hearth roaring, with colour cycles.   But I used the same project to test all of the layer types as they were developed. The result is a bit of a visual mess, but it's working!, and it means users can check each layer info, and play with the options. 

How many levels does it have?

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Ok, most normal screen modes are now in the app. 720p is tested as working. I tried higher resolutions but ran of of chip ram. There is now a screen mode selector in the tool with V0.8, and so the user can choose whatever mode they want. However, RTG is untested. 

Have you considered entering this game into the 2025 Game Jam? https://itch.io/jam/amigamejam/entries

Thank you Glenn. Expect to play with the latest build tomorrow.

Yes, I played that game. It would be easy to make a construction kit to make a photo adventure, but time is lacking.

Astonishing!

That is a huge shame. I know I could bend the rules any way I want to allow this submission, but rules are rules, and I already rolled back the entry date to the start of this year.  I will remove your entry, but your amazing dock and the Parent button is genius, and transforms WB into something much more modern.  Of course, if you were to make and release a WB2.0+ version, we could argue the idea for this started and ended in 2025, to make it suitable?  There is only a short time left.

See this thread for details:
https://eab.abime.net/showthread.php?t=112250

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Hi there. Thanks for submitting this to the Amiga Tool Jam 2025. Unfortunately it is not a tool, but a game, so please enter this in the AmiGameJam instead. Thanks anyway.

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We have 18 registered to participate, but only 8 submissions. So I have extended the deadline up until October 25th. I know that the last minute crunch can be painful, so hopefully this allows enough time for those who still want to submit something.

Thanks for your submission. Some really essential tips there! If only there was a way to cycle them, as it can take ages to go back to the workbench every so often to read them all.  The 2.5 hours of exercise per day made me feel guilty, as I havent done any in about 25 years. ;)

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Really happy this project is still on-going. 
As you say, the sounds can be pre-loaded in to fast ram and played from there, and maybe I presume this is how The Settlers does it, after it detects 030 and enough ram.  If players have enough ram to play the whole game from memory, surely they have enough to copy a few sample packs to fast memory. With my games, I always save the samples at x3 speed, and play them back x3 times slower, This means they are only one third of the size they were originally, and that means they load 3 times quicker.  There is also a way to do live shuffling. So if there there are no waves on screen but some moutains, it shuffles out the waves and loads in the wind. This should mean far less audio needs to be loaded in and out of the memory SFX pool. 

I think Amiga Bill gave you a shout out last weekend.

Thanks Glenn. Sometimes I wonder if any of this is worth it. But the project is now over half way, so just the text and graphics to add now.

No worries. When you have V1.0, we will add it to the list of new games to be added to the Lemon Amiga database. ;)

Says 0.9?  Any plans for V1.0?

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The thing is, I can only work in screen modes that the user is running. So if I made an NTSC 320 x 400 mode, the user would have to have loaded the NTSC monitor driver, or it wont work.  Same with productivity modes and RTGs, and I have no way to know what the user would be running.  As a compromise, I could simply have it running as a Workbench App, so it will run in whatever screen mode and colours is on your workbench, and it should run like that.

Another issue is the app is only capable of editing the first 256 colours. It can load and save any number, but there is no space on the display to make an edit box for 4096, 16.8M colours etc.

I am avoiding looking at Datatypes and file-type compatibility for now, so I cant say yes it will edit 5 megabyte PNGs in 1080p.

Thanks. Expect a backers demo soon!

Nice conversion!

Thanks.  Yet another Amiga Classic!

I might not check this very often, but feel free to ask.

Not sure I would have the skills or the time to make a SOL 20 ASCII version of DOTC. But I guess it could be done. Same with King of Chicago.

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Thanks Mahen!
Yes, maybe a bit too big for me, but hopefully working on the mini-games will be fun.  Then we can look at making Conquest mode like Defender of the Crown, and make it more interesting.

This was the ADF.  It only happened when I played through the game from the start, and the passwords cut out the issue.
Perhaps a buffer overflow error?  Seems a very easy game to make in Scorpion so I cant see how this was caused. Perhaps just an emulator 
glitch? 

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I've now added your game to the Lemon database, due for release in the next few weeks.
I presume I used an A600 000, Kickstart 2, with 2mb chip and 8mb fast emulated config. 

After I went back to the game, it eventually froze and locked me out, so I had to reboot it.  Obviously a memory corruption of some kind, perhaps it  was because of Kickstart 2?

Never mind. I restarted the level and now it works. Strange.

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On level 15, this monster did not come up with the attack bit enabled, and just sat there. So I could not kill him?



Perhaps a misplaced hit box??

No problem. Your game is now on the Lemon releases list:
https://www.lemonamiga.com/forum/viewtopic.php?f=2&t=19878

Why does the page still say In Development? Is the Amiga version finished and released?

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Yes, but it only appears in the English version of the forum, switching to German means my comment disappears.

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Thanks Glenn for the payment. Very great gesture. I've now removed the payment option as this is just a demo after all.  Hopefully it will encourage others to download it?  The game should now be working.

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Great that it is working. Yes, it needs 1MB Chip and 1MB Fast, but maybe it still works on A1200?  I'll put a note on the game page. Also, thanks for the share.  171 people used your link!  27 downloaded.

ok, it should be fixed now, I uploaded the wrong files.

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Just change the icon tool type to C:deckrunner, and it works. Update:  I just updated the HDF with this fix.

It should work without issues, as it's only a slide show at this stage. If you look closely at the 5th screenshot, you might spot I used your name as one of my battalions. ;)

There is a cheat mode in the demo, just click BACK instead of NEXT on the map and you get to do more stuff. Other than that, the demo is just basically a slideshow at this stage. You'll get to see it next Thursday!

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Thanks Glenn, glad to see you here. I notice you make Atari 2600 games. Great going. 
Yes, a labour of love, but I'm looking forward to the mini games more
 than most of the rest of the game, so we'll see.

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Thanks man. Yes, the new fix is simply the HDF version instead of the HDD version, patched to work from HDD. Very happy you solved the RTG issue and provided a nice image of my installer. It helps to know later Setpatches are fine.!

I'll get around to merging the files and making a new HDD version at some point, although the game is not as popular as hoped.

The high scores were put on the title page because I didn't want to make a flick screen intro, with a separate page of scores. With Beat Cancer, I made a new screen for the scores, and saved each entry. With Jarri Rally I saved at least one score.  But with this, adding another button to access the scores just felt like a step too far, and I would have to redesign all of the menu HUD to fit in the option.

Translation is a good question. If the game was popular I could probably redo the gear narration in German. As most of the speech in the game uses the Say tool to speak out some lines of text, it would not be hard to speak those lines in german instead.  Of course, its even possible to move all of those lines to an external Txt file, so users can update the speech themselves. With the rest of the speech, I used Speech2IFF to convert the output from Say into a normal IFF sample, but this is not done by the game, and I would need to added this script to the game for it to work. So a speech pack is not impossible, but at this stage it is very unlikely, as I'm now getting deep into my next game King Arthur's Campaign. Perhaps if you want to edit my game, I can send you the source to play with in CanDo?


Thanks for your support! :)

Yes, only Amiga!