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MontyOnTheRun

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you will need DOSBox or a older, 32-bit Windows.

Tested it on Windows Me, but should run fine in Windows 7.

With DOSBox, you could run it anywhere you fancy! :)

There is also a Emscripten-DOSBox version, but emulation is far from accurate.

Hello there!

Thanks! This game uses mode 4h and writes to the interleaved memory pages - considering it's a 32 bit protected mode program, it's far from well described on the literature; but I eventually managed it. Somehow, I feel like I should have done like you: a 16 bit application. Well - I'm happy with my results anyway.

Congrats on your game!

Thanks Jim!

This certainly could be worked to run on a 8088, but I only have a 486 at my disposal. Also, I'm still not sure if modern versions of DJGPP are still capable of generating real mode code (used GCC 7, cross compiling from Ubuntu).


Anyway, I'm certainly not done with DOS Game Development :)

Hello Jupiter - can you please tell me what you didn't understand?

Thanks for at least trying :)

After beating Tinhoso, you could simply exit thru the left (I wanted to add a gate that would open, but time was not on my sidr).

I'm glad you enjoyed!

Looks AWESOME!

I need to look into this machine with a little more care <3

Hey Jupiter - what browser are you using? Have you tried clicking the screen before pressing space?

A quite fun entry and very faithful to the spirit of the jam!

My only gripe is that it's kind of hard to properly hit the guys...but maybe I'm too lame a player. I remember sucking at Cabal as well.

Thanks! In 1988, we could have earned some serious cash =-P

On a more serious note, it's funny how we can't realize the progress we got with compilers. To have the performance I got while updating the whole screen would have required coding some sick assembler. Towards the end of the deadline, I was getting sloppy and throwing std::vectors all over the place. With some more time and research, this could be optimized to even run on a lower end 386 (being fair - my 486 is quite low end; possibly slower than a high-end 386).

The code is not C++14-ish as my other releases, but still quite far from juggling registers - I might need some ASM for a interrupt handler in order to improve the controls (admittedly, the weakest link in this game).

Yeah, but does it support /aliar?