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A member registered Dec 05, 2021 · View creator page →

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Thanks. Still very much in the design phase at the moment, but it's moving in the right direction.

Thank you.  A long way to go - but it's progressing.

Thanks for that.  I think you can definitely see the progress from the very beginning to where the game is at now.  Always good to look back sometimes to see how far it has evolved.

All the best with the game. Is each screen a level, or are there multiple screens for the 8 levels? Also, do you have any difficulty level selection to extend the gameplay further if someone wanted a harder challenge?

Hi Jonas, thank you for kind words and feedback.  I am glad you like Quasimodo's Christmas Caper.  I've enjoyed making it and glad to hear it now works fine on your  C64 mini.  It's sometimes difficult to support these newer C64 devices as I don't own every one of them, however, any issues feel free to let me know and I will always try to see what I can do to fix them. 

Look out for Release 5 of QCC which will feature a new game ending, some more improved graphics, bug fixes, extra music and sound,  and a tape version of the game with loading screen. Thanks again!

742 - is that a good score?

That was quick mate.:)

Thank you - appreciate the comment. When I release Preview 5, you will see him throwing his boomerang around just like in the arcade version of New Zealand Story.  Should be fun!

Very nice game - you can tell a lot of thought has gone into this one. 

I downloaded the 3.42 version - but when you go to Help -> About, the program shows as v3.40.

Many thanks - and thanks for supporting the C64 community with your excellent software.

Latest version is only supplied in .rar and not .zip format.  Can this be changed?

Thank you again for your support.

Thanks for the comment, there will be more updates to come in my devlogs.   

Thank you.  I've had the idea for some time, I've only just around to sharing this.  I'm still working on the graphics at the moment and setting up the framework for the game engine, given it will be a flick-screen adventure like Hunchback Redux.  Hopefully I will have the scorpion moving in the next update, he looks a bit more nasty than in the original game. :)

Thanks.  Look out for more updates.

Thanks again Wayne.. EBCM is an interesting challenge for me, never worked in this mode until a couple of weeks ago - so it's all pretty new to me.  I've already put in some animation for the lava/firepits - I will add a video in the coming weeks. 

There are plenty of characters I could add to the game, but I won't be overdoing it.  They take up a lot frames of animation and if I had too many it would have to be a cartidge game. 

Quasimodo will probably able to throw things in this game unlike Christmas Caper.  So he may be throwing axes at baddies and the like. This game is a long way off though - it may be next Halloween rather than this one, but I will have to see how things develop.

Thanks, I'm using Extended Background Colour Mode for this game.  I'm also debating to switch from a single-screen game to either flick screen or scrolling, as the topic came up in a post on facebook, some people like the idea.  Early days though yet and I've not done much other than initial design.  

Thanks, I will bear them in mind, it's all very much early design phase at the moment.  Just thought I'd give people the update of what I'm planning for the future.

nice work - you've definitely got the knack for it, the amount of work you turn out in a short space of time is pretty impressive.

10 hours to write? Some going.. what are you writing in Assembler or TRSE?

Sorry, but I figure if you pay a lot more for the physical release, then people should get something a little bit extra. Rather than giving someone a sticker or a postcard in a big box, my preference would be a couple of extra levels.  

People can make their choice on digital or physical.  But phsyical releases can sometimes be anywhere up to four times the cost of a digital release.

The digital isn't cut - the physical is just extra and any decision I make is nothing to do with the cracking scene at all.  I can leave the cracking scene to my solicitors should I wish to pursue any course of copyright infringement on any of my work.

Of course, I'm greatful for everyone who has downloaded and supported myself on my first game release.  I'm extremely appreciative for the positive comments and reviews.  I hope I can provide the C64 community with more games they can enjoy in the near future.  Thanks for you comments and your good luck message.

Okay, so you said that the games weren't indexed after 6 and 9 months.  However, I only made one of my games visible to search a few weeks before it was released.  However, according to what I've read from itch.io's FAQs  indexing shouldn't take any more than 24 to 48 hours at most to become active. 

My other game is classed as still in development and I've read that it won't show up in search results if that is the case, so I'm not too worried about the other game for the time being.  It's purely just the released game not being indexed.  How long do support take to respond?  I've read some other people not getting any responses at all, which is not very encouraging.  Granted I know they must be inundated, but would appreciate the indexing issue fixing as soon as possible. 

I can wait for a further response from support on the tagging issue.

Thanks.

I've contacted support several hours ago and I am waiting for a response.  Can anything else be done in the interim?  

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Hi, I released a game on January 4th, as other users of itch.io seem to have reported similar issues in being able to find their own games in the search facility.  Can this be investigated please?  Additionally, when I enter tags for the game, I understand that 10 is the maximum, but if I say enter 8 of them, I can go back to the page and find some of them removed, leaving only 6 tags.  Why would this be? 

Thanks.

Yes - thank you, I greatly appreciate all reports and you taking the time to report to me.  I will get to fixing it - promise! :)  

if it's on the title screen - not too worried about it as it's intermittent, but thanks anyway. I will tweak it a little for R3.  Some extra conditional code was fed in around that area and has caused it to move across the screen a little into view that's all.

Yes, it should be in your collection - also look out for an email alert to say I've updated the game.  Any issues, let me know.  Thanks.

The RESTORE issue I fixed this morning. There will be an update released in the next week.

Glad the speed issue is sorted - I will update this page to alert everyone if using TheC64.  

I've pressed RESTORE exactly at that time and not yet managed to recreate it, but I will continue looking into it. Thanks again.

So TheC64 issue looks like it's running in NTSC mode. Given the speed of the music and snow falling, it definitely looks just a few percent faster even though you've set to PAL mode as you say.  There is a bug in the firmware I believe.  What you need to do is factory reset TheC64, reboot and then select 50Hz and save the settings.  Then re-run the game.  I've read that switching between PAL and NTSC via the menus doesn't save the change unfortunately.  It will affect all PAL game, not just my game.  

As for the RESTORE key issue - it looks like you already had an issue before pressing it, as the title music was still playing in the level with the timer paused.  I will look further into it as I've got an Ultimate64e, so should be able to recreate if it's U64e related or not. I've also asked one of my playtesters to see if they can recreate the issue as they also have a U64e. 

Thanks for the feedback and videos. Very helpful.

Many thanks Richard, that means a lot given the amount of great games you've written yourself for the C64.  I will update everyone as soon as the tape version with the loading screen is ready.

Interesting.  What do you mean by the Startup Screen?  The RESTORE key should only be active in the game itself.  You can't hit RESTORE on the title screen for example, it won't do anything. I've hit RESTORE at various points in the game when the level starts up and it quits back to the titles as normal. I've not managed to recreate the issue on my version of VICE 3.4 and on my Ultimate64e.  I will have a look into it further though.

It would be interesting to see your C64 MAXI video at some point.   I know that Kawari does have some issues over a normal VIC-II chip.  There are some bugs still floating around, I've seen some posts on forums regarding this.  Some games don't work at all properly. 

Thanks for your feedback. 

Glad you like the game - and the snow! Up vs Fire for jump is a controversial one.  Rainbow Islands and Bubble Bobble use Up for jump and that's why I went in that direction.  I use fire button in the bonus level if you manage to reach it.  Hope you understand.

With regards to options.  Up to enter and Up to exit.  However, I may tweak the options in a small update as I've discovered a bit more memory for me to use in the game.

Great that it works in your version of VICE and by all means please let me know how it goes on the MAXI.  Thank you again for your support.

Thank you for buying and playing.  It does get easier with a bit of practice and there are 3 difficulty levels to choose from.  

I'm looking forwards to Hunchback Redux myself.  I am having a short break and then I will be starting work on the game again.  Keep checking back on here and my youtube channel for updates.  Thanks again.

Thank you so much - means a lot to me. :)

Many thanks Christian.. appreciate it! :)

Thank you - greatly appreciated.  Any issues, let me know.

I can't wait to get back to making it next year - should be good.

Ah, very nice - Tapper with Christmas presents.