Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Milasoft

51
Posts
164
Followers
7
Following
A member registered Jul 03, 2020 · View creator page →

Creator of

Recent community posts

Thank you.

(1 edit)

Thanks for the review. C64 version had no improvements in it, it was done just for Gamebase.

You can download the C64 Preservation Project original disks from Archive.org and play with them.

Done.

It's so fast it makes your face look like you're hanging out the car window.

There's a ton of games left to make tutorials on, for many years. I'm looking into making a Business Keyboard fix for this game.

Space could be set as a joystick key?

Nice, thank you.

Yes that was intentional. I thought about changing it.

(1 edit)

Corrected a small bug in C64 game. Player 1 key controls were backward. Also added an untested C64 4-player joystick version.

Version 1.2 with some fixes (and 80 column mode)

Its been fixed.. check CSDB

(1 edit)

I can't help you without seeing it or a video, etc. It sounds like maybe the program is overwriting the charset but that shouldn't be possible.

(3 edits)

I'm not familiar with Pico-8. I was stuck on flood fill as well. What I did was, when you completed a line, use the Qix area and find the nearest space (open area). Then do a flood fill from there using the shift-space character so it doesn't show, but still fills the screen. This separates the newly filled area which still contains space characters inside of it, from the shifted spaces. Then fill in the true space characters and do a quick swap of shifted back to true spaces. The source code should be in the download, otherwise I have it here.

I believe it was the IRQ, which runs behind the scenes. I tried a different approach in this game than I normally do.

please try your luck with v1.1 and let me know if you have any mods to your hardware, or use a datasette.

It could be done, yes.

(1 edit)

Video would help as well as what controller you were using and machine model and if it was the demo or full game.

Thank you. I know the radar doesn't make it as much fun but it would have been a complete rewrite to fix it.

Thank you so much :)

Not at all, thank you.

(1 edit)

Yes and even under PAL it's still very CPU intensive.

Full game included.

The sprites in the border had to be removed, and some of the BNE's changed to BCC in case the rasterline was late.

NTSC version
https://webdrive.commodoregames.net/SHARE_LnxN9mBUlJ

Thank you.

The file was updated, same place to download.

You may like the Pro version then.

Thank you for the support.

Thank you. I know it's not the most addictive, but I think the retro enthusiasts will appreciate.

Thank you. Claude took my original code and added the sawtooth movement and seeking the player code to the Qix movement. It was pretty cool. However it leaves a lot to be desired in way of making relative jumps too far away and reusing variable names that should be unique.

Fixed!

Very nice, I was thinking about making a version for PET and now I don't have to. :)

You need more Color PET users :) I know of only one.

Yes but it should work on normal PET's as well. It's the same game code.

I could have, as the original was in colour. However I don't think there are more than 2 colour PET owners??