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orlof

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A member registered Dec 26, 2016 · View creator page →

Creator of

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Thank you for the visibility. I really like your videos. They show how well you study the games before making the gameplay part. Keep up the good work!

Fixed!

Oops...! Thank you for reporting this. I don't know how it slipped through our testing. We will fix this asap.

GIJ is a great tip! I immediately did some research. Both GIJ and Warzone scroll at approximately 25 px/s. Given that Warzone's viewports are much smaller, the perceived speed should actually feel proportionally faster. Additionally, Warzone features 16-directional movement, whereas GIJ has 8-directional movement. Despite these facts, GIJ's controls feel more responsive. This might be due to GIJ having a much higher rotation speed. If that's the case, making similar improvements in Warzone is challenging because the game must maintain balance among different vehicle types. E.g. it's necessary that tank rotation speed is very limited to give planes a fighting chance to succeed in strafing runs. Everything depends on everything. (…and that’s what makes game designing so interesting :-) )
This definitely deserves more thought.

Thank you for feedback and visibility! I'm glad to hear that you appreciate the overall creation. I agree that the absence of a computer player is a problem, especially since not many C64 players use a shared screen anymore. It is something we'll consider adding in future updates.

As for the slow combat speed, it is a design choice, but we'll check if there is some way to improve the controls.

There are several tactics to destroy a silo. I've had a lot of fun playing with my friend as a gunner - it makes it a lot easier. But still, having a decent upgrade to weapon doesn't hurt. 

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Yes, missile silos turn into Positronic AI when destroyed. AI chip can then be collected.

Thank you so much for your kind words and for sharing your enjoyment of Ad Astra! Your feedback means a lot to me.

You are the first person outside of the development team that has declared to have completed the game and seen the epilogue after successfully saving the world. Congratulations, Star Ranger!

Thank you for your kind words!

Thank you for showing the game on your channel!

Thank you for adding Ad Astra to your news feed!

Thank you for showing the game in your channel!

Thank you so much for your kind words and for featuring the game in your video! It's fantastic that you took the time to learn its mechanics, such as mining. I agree, there's a bit of a learning curve.
It's incredible how awesome games continue to be released for the C64 every month. Thanks again for showcasing the game in your video!

Thank you so much for your kind words and for taking the time to provide feedback! Your comments about the repair/upgrading are valuable, and I'll consider them for future improvements. I'm still learning and growing as a developer, and I'm excited about the possibilities for using this game’s engine also in some future games.

Thank you for testing and especially for the photo - I love it! I have no idea how the fast load cartridge can work, but I am happy that it does. I implemented a simple failover mechanism. If the installation of embedded fast loader fails, then I just use kernel's LOAD and SAVE.

I just released a version that SHOULD support SD2IEC devices. However, as I don't have the hardware to test it, I’d be super happy if you could try it and give me feedback whether it works or not.

Thanks for reporting this. I also appreciate playing on authentic hardware, but I only have Ultimate to test with. My guess is that SD2IEC does not emulate 1541 in a way that would support fast loaders. I will investigate this to see if disabling the fast loader could resolve the issue.

I agree, but it's a delicate balance between working code, time spent and having fun :)  I will replace more and more basic with assembly, but it's probably not going to happen in one big bang.

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I am a newbie in c64 coding and I had never heard of CRT or easy flash :) Thanks for bringing these into my attention. Having a lot of extra ram is a tempting idea, but it would require an overhaul in the codebase. i.e. it's not currently planned, but i'll keep it in mind. 

Thank you!

I can understand. This is "the opposite" of arcade, more like submarine simulator in space :-)

Thanks! I needed a bit more memory and title screen was an obvious target 😄

This is the full game