Nice idea, ahah :)
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Hi everyone !
I know this is very specific and tons of work... Just asking by any chance, if you've considering making an FPGA implementation of the Pico-8 fantasy console - or releasing some specs so that someone can do it ? This would make it even closer to real hardware... As FPGA implementation is the closest you can do, that's some kind of hardware low-level implementation.
The most well-known current FPGA plateform - pretty affordable too - is the MiSTer FPGA project. Check it out ! :)
Heh, great work, congrats ! It's a great showcase of the Scorpion engine. The best I've seen so far ! So much great work was kinda "wasted" for people who made use of backbone for their games. This engine pays justice to both your work and the Amiga :)
I have an alternate idea... What if the optimal "button smashing frequency" was sync'ed to the music BPM ? Would make the game even more enjoyable as our ear would be connected to our hands ;)
In case it's useful I paste my quick first levels impression / remarks from my EAB post :
Hi ! I've played quite a few games yesterday evening and reached level 3 boss (pretty tough one)... What can I say ?
- I feel you've hit the spot in terms of difficulty curve, which is extremely important for a shmup Right from the start, the game gives the feeling to be difficult but you improve very quickly (you = the player in my text .
There is a common pitfall the game does not fall into : the need to memorize everything. Obviously, the game gets easier as you learn to identify the dangers and the enemies patterns.
Another big plus : the game does not "artificially" try to raise the difficulty or its length but adding tons of waves, unexpected super pervert enemies, etc.
Oh, and super important too : losing a life and thus your equipment does not hamper you that much. Of course, it's tougher but far from being punishing. It usually means "game over" for me in games like R-Type.
Levels are long enough to entertain and put some pressure on you, but short enough not to bore you and not to make you super frustrated when you die after several levels. Also, you get extra lives based on your score.
You do not have tons of different ennemies but they are completely different from one level to the other and feel very fresh. Levels settings are very different : you do not feel content or games mechanisms are being recycled, so it feels varied and continually interested.
Generally, from a technical standpoint, it's very impressive for a one man effort. I'm playing it on my MiSTer FPGA on a projector on the wall, with some scanlines, and it looked gorgeous -- which I must say I didn't expect. Maybe it doesn't always feel as "dense" as some late Amiga endeavours with big teams (ex. Disposable Hero) but it really feels like an AAA game. Music feels it could do with an additional channel for a pad but hey, it's already very enticing.
The only thing that disturbs me a little is I have to continually focus to get the fire rate optimal. I guess that's something I'll probably master quickly.
Hi ! I'll try and get back to you ! Actually, there are optimizations that can be applied on the fly on my e-ink device and alter the palette afterwards even if the app / site is not meant for it. Check out "Onyx Boox". Cheers !
Thank you so much for the latest update ! It's much smoother even on a low end laptop. Thanks for the Linux version too, works like a charm ! (I use KDE Neon, based on Ubuntu LTS + KDE desktop). -- I really hope you'll have the opportunity to make new games in the future ! -- oh and thank you so much for the DRM free version too !
Hi ! I would love a MorphOS port too but I understand the additional work ! (yep I one of those VERY frustrated by the fact there were several Amiga NG OSes, OK, that happened 15-20 years ago !) I'm sure some people would love to do it for you if you accepted to state the port as "unofficial and unsupported" ;) Best regards !