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riggles1

7
Posts
13
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A member registered Jan 13, 2021

Recent community posts

Thanks! Just 224x288 output, not a big request since an .ahk can scale it down, but it'd make it easier for others. I had to fiddle quite a while with different horizontal and vertical numbers to make it display that way without uneven scaling. Borderless windowed is how I did it. The other advantage of a 224x288 output is that it makes it easy to have it launch at the 0,0 position and have it aligned with the CRT right away. 

I'm always available to help with this kind of thing :D or just CRT stuff in general, maintenance, repairs and the likes. 

I just found your fan game and I'm a big fan of it! Super customizable yet true to the original looks and feel wise, resolution, pixelart, controls, sound. Looking forward to even more to be added, or the possibility for user customizable level packs or themes too maybe. 

Currently I'm playing it with CRTemudriver on a Sega NAC, outputting the game without lag at native resolution. 

One request though, to avoid people needing to force scale it to 1x 1:1 with a script like I did, it'd be nice to have a 1x scale option in game. 

Been having fun playing this! But since I've been playing it a lot I've also been wishing there was a way to turn the music off and just keep the sound effects. It's a great tune, but I would love to play the game with just soundeffects for longer gaming sessions. 
(me playing it a bunch = me loving the game)

Super satisfying to play, from how it controls to the sound effects, music, design, everything just fits perfectly together, and it never gets tiring to hit those trash cans, the sound and animation they do is therapeutic and has that same satisfying quality as munching ghosts in pacman.

Patiently awaiting the upcoming update for it though to play it 1:1 1x pixel scale, as the plan is to have it playable vertically on an Astro City, it's so arcadey and feels like a perfect match. But as it is right now it's 2x scaled only.

Considering making an instruction inlay for this game too.

Can't wait :D

I know it's been a long while and I guess it's been abandoned at this point, but any news on a proper 240p mode rather than the line doubled 480i?  Progressive would be such a picture quality improvement. Understandable if not, but a real shame for us wanting to play on hardware. Even modern TV's (and some scalers) will report that the system is spitting out 480i instead.

Thanks either way, good luck and looking forward to future project. :D

Ah, it should be apparent on a modern LCD as well as long as you use a real console (you'll get deinterlacing combing artifacts). Or maybe not considering it's not using the full 480 lines outputted by the systems interlaced mode, but is still just rendering 240 lines of graphics?

But yeah the result is that the game isn't as sharp and nice looking on real hardware as it could be, it's actually the first interlaced game I've seen that didn't have it as an extra ram expansion mode.

Appreciate looking into it, interlaced is a bit of an eyesore depending on how close you sit, and you don't get scanlines that way either.

Amazing work! However I wanted to mention that the game on hardware is running 480i, interlaced despite not rendering in that resolution, could a 240p toggle be added? Progressive would look so much better for us playing on console, personally playing on a big CRT, but not having to deinterlace will make it look better on modern sets as well. Hope this get implemented. 

High prises to the game itself though, been recommending it to people already.