I think it should run, it was built for A1200 specs, so AGA but 3.1/3.2 are pretty comparable iirc.
sikosis
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Thanks for the kind words and those suggestions ... they're actually some things I've already been thinking about. Worked on the code last night adding an Options menu screen where you can select which joyport to use. I've also tightened up the hit detection for the shuriken and monsters, need to look at the fence code next. Hope to have the new release out soon.
Amazing. During the development of this game, I was already blown away by the task you were taking on. You kept the course and pulled it off. Whilst it might not have all the features you want, it has a lot of outstanding features and it's turn-based multiplayer no less. A game people will be playing long after the jam.
Hi,
Thanks for your feedback. Yeah no attack is guaranteed. I wonder if the special attack should be a sure thing or not and make the cooldown longer. Something to thing about ... Anyway, the game is indeed 64x64 ... I had just increased the display size in the index.html to 512x512 to make it easier to view/play. I have since updated it.
Looks like I'm stumped ... I've tried a number of methods to work out if the King is in check, but can't nail it down and I've ended up with a bunch of messy code that only half works. I'm half tempted to just leave it up to the players to use the honour system and work it out themselves.
Does anybody have any ideas?
Thought it was about time I gave you an update ...
I've got the main screen with fish spawning from the left and right -- though at the moment, they collide with each other, which is kinda fun to watch.
All da fish ... #fishingjam #gamedev #dropthehook pic.twitter.com/BO8dB4Zprq
— sikosis (@sikosis) September 30, 2016
and here's my prototype of the arm / hook using a spring joint:-
My dashboard:-
... is the name of the game I'm making in Unity and publishing in WebGL (960x640). I'm going to be dabbling with a two player (local multiplayer - yay!) fishing game in a race to catch and pull up the most fish (points based). There's an arcade game called Pirate's Hook that my son plays at a local shopping centre. That's my inspiration for this gamejam.
I hope to learn a few more techniques and release a complete and fun game to play.
I was mucking around with this last night. I found if you set the project settings for the Player (web and app) to 64 x 64 size then all was good. Only problem is when building for the web, you get this large unity logo (which does disappear) but you also get the "Development Build" text that doesn't disappear and covers 1/3 of a screen real estate in a 64 x 64 window. I'm thinking of making the web one 64 x 96 to accomodate for the text but just use the 64 x 64 area. Either that or I abandon using the web player.