Thanks for the tips! Yes I found the upgraded gun, but I still kept missing. I had given the knife to the red guy but he seems useless with it.
lifeschool @ lemonamiga
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When I try to run it with KS3.0, it just sits there. Would be great if it can run on 3.0. The enemies are all too tough for me, as 50% of my shots keep missing. I found unless I gang up on each one, it is difficult even on level 1. Would love a Run N Gun easy mode, so players dont have to keep getting killed. I presume they all have to reach the exit alive, so when one dies I quit. Would be good if there was a pop-up to ask to quit, if this is the case? A HUD tutorial or screen would be nice for newbies. I felt out of my depth.
I notice somehow the WHDload version is not showing the loading image when booting the game, it goes straight to the Thalamus logo and Atari? There is also no way to skip these screens. With a fast CPU, selecting high sensitivity makes the character jump twice sometimes, especially Heels in a tight spot.
The game is still mega hard even with those lives on Easy, and perhaps unlimited lives on Super Easy , or some registered member cheat mode, to appeal to those who want to see more of it, but the player should get Zero score if that is the case. A World 1 unlimited lives cover disc demo would probably be great for the magazines. Please also share it here too. It also saves hackers from cracking the game to offer unlimited lives etc. Is it worth changing anything at this point?
Great. Glad my comments are not too annoying. It would be hard to look at a game like this and not expect Gran Turismo levels of physics. At the moment it feels like Burning Rubber on the Amiga, only in a Grand Prix Legends style 3D environment. Which feels weird if Im being honest. It maybe needs an extra push in one direction or the other. Either more degrees of turn and a proper test-drive 2 style of reactive turning of the wheel; i.e. with a slower auto recenter. Or make tracks more suitable to the cars, and include arcade elements such as pickups, and with tons more cars to overtake. Like a swarm. As soon as one car drops back by two car lengths, it respawns ahead and becomes another random obstacle. I guess a mixture of both like the Toca Touring Car games would be a good idea. If the cars had weight, and not just 100 tons, they could jump like Lotus 2. This would mean you can add Rally stages and really pimp the game up. At the moment it just feels like an ok tech demo, and dont get me wrong, it is still amazing from that point of view.
Thanks for the update. The cars still seems a bit small for the tracks, as normally they are no more than 3 cars width. But as an arcade racer maybe this is ok, certainly better than before.
The car seems to stick like glue to the road, but if you turn fast on a straight, the car would skid. Maybe the car feels like it weighs 100 tones and could be a bit lighter? Momentul physics is mass and velocity and not too hard to figure.
With the controls, keyboard seems to steer the car gradually, while joystick turns the car instantly and unrealistically. Perhaps with a joystick, make a timer to constantly re-check input, with a counter, so it ticks up a counter each time the controller is held down, until the counter reaches a certain number to turn the car by 1 increment. Then the counter resets and reads in another 8 jiffys, and repeats etc. When the controller is centered, the same counter then counts up and decreases the turn by 1 increment, until the car is running straight again.
I didnt create an LHA mainly because it is not tested yet on a bare Workbench setup, so I stuck with the HDF. As the sanity checker has recently been fixed with this update, the app should install itself in theory, so I have now created an LHA for you to try.
As for Aminet, well I only want to upload something once it is finished and not a half measure with some bugs in it. Aminet is great but I dont want to release demos, I want to wait until there is something finished and workable to my specs, which I still have not achieved yet. Not even the Docs are finished, so Aminet will wait a bit longer.
I know what you mean, so thanks for being brave enough to mention it. I spoke to Stoo Cambridge about maybe doing some art for the UI, but I dont think he is up for it. It would have to be someone better than me at drawing stuff. The current UI is just click boxes, so the intention was to place a GUI brush over the top of those panels, to make it look a bit more 2006 rather than 1986. But so far, this element is basically the very last placed thing on my list, and I need to make and fix so much more in the tool before I get around to the final polish. All feedback is welcome of course, but followers are really what I need to test this and fix user spotted issues.
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.
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.




















