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.
lifeschool @ lemonamiga
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Have you considered entering this game into the 2025 Game Jam? https://itch.io/jam/amigamejam/entries
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
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.
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.
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?
No problem. Your game is now on the Lemon releases list:
https://www.lemonamiga.com/forum/viewtopic.php?f=2&t=19878
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?



















