Thank you, I spent a lot of time making it resemble the arcade game, and I am also a "GnG veteran", so replicating that feeling was my priority, even though it is just a demo. I am well aware that some small details are still missing, such as what you mentioned about moving forward and shooting, and I have partially implemented something similar when you are close to the end-of-level boss. From a distance, there is a certain number of shots you can fire, while up close, that number increases. Other little things are missing, but at a certain point, I had to stop and be satisfied.
Skyzoo73
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A little demo of GnG made with Scorpion Engine for the Amiga AGA
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Ghosts'n'Goblins Amiga AGA demo comments · Replied to exocytosis in Ghosts'n'Goblins Amiga AGA demo comments
Ghosts'n'Goblins Amiga AGA demo comments · Replied to Saberman in Ghosts'n'Goblins Amiga AGA demo comments
Ghosts'n'Goblins Amiga AGA demo comments · Replied to Retro Gaming Dino in Ghosts'n'Goblins Amiga AGA demo comments
Ghosts'n'Goblins Amiga AGA demo comments · Replied to Ray Castello in Ghosts'n'Goblins Amiga AGA demo comments
Ghosts'n'Goblins Amiga AGA demo comments · Replied to fabiof17 in Ghosts'n'Goblins Amiga AGA demo comments
Zombie spawn is not 100 % perfect, obviously it is only an approximation resulting from observation of the arcade game. However it is quite simple, against a random number I make either a zombie appear entering from the right side of the screen or the left side, or a zombie emerges from the ground in front of the player or behind in a certain range of distance from the player.
Ghosts'n'Goblins Amiga AGA demo comments · Replied to Czas Na Retro in Ghosts'n'Goblins Amiga AGA demo comments
Ghosts'n'Goblins Amiga AGA demo comments · Replied to Saberman in Ghosts'n'Goblins Amiga AGA demo comments
Rogue Declan (Amiga) (AmiGameJam Winner) comments · Posted in Rogue Declan (Amiga) (AmiGameJam Winner) comments
