Fix is in. Bottom right action button is the Capture button. ) is still mapped too. Also controller binding is absolutely cleaned up. No more hitting 0 and having it be left and fire.
Let me know if it works!
PaisleyBoxers
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Thank you! I pushed this update from Midtown NY, and took the subway home, playing through the levels I just bugfixed the score for.
I found a display issue with the score that I'll push a fix for tomorrow.
The exciting news is that changing the score accumulator math means the slow creeping Wave 7 slowdown creep MIGHT BE FIXED!
Thanks for playing and stay tuned, tomorrow is always a new release :)
I LOVE that you got to 65,000!
So that is the result of the maximum value of an unsigned short, which is to say two bytes, on the 16bit register.
What I did to get around this value limit of 65,535 - was to find an example of a software defined 32bit register.
I don't know that I got it correct though - but the early version is up now!
Also let me know if you see a slight improvement in gameplay speed after level 7. I don't think I nailed the screen frame budget bug - but I think i might be on the right path.
THANKS FOR PLAYING!
Wow thanks, and you called it!
I'm taking heavy creative license from Space Invaders Extreme on DS/PSP, Titan Attacks, and Galaxian.
The game logic, animation and backtab animation budget as well as variable packing help a little, but it's definitely not going to have all the bells and whistles as some of its later influences.
