But nice, that you plan to release an update anyway. Looking forward to this. No rush, take your time.
Sparky-D
Recent community posts
I wonder a bit about that statement, because in my experience, when you use WinUAE for example and you configure everything in this emulator, exactly as it is on your real Amiga model (including Kickstart, Chipset, Memory, etc) then WinUAE will behave, exactly like your real Amiga computer. I've never experienced any discrepancies, to be honest and I've run really alot Amiga-games and -demos in WinUAE in the last years. It even works, to freeze software in WinUAE, for example with an emulated Action-Replay3 cartridge and this freeze then also works on the real Amiga, when you copy the files over to a SD-Card and use it on the real machine with a HxC or with a Gotek floppy-emulator for example. And when even freezing works, then it an be seen, how accurately WinUAE is emulating here. If you don't recreate it in an emulator, it's difficult to adapt "Tiny Pixel Adventure" to all common Amiga models, because the alternative would be, to buy all these Amiga models and I am not sure, if it's worth it? Using an emulator is a good alternative here, if you ask me.
Hy. Sounds good, that an update is planned. And like i already mentioned, you don't need a real Amiga600 or Amiga500Plus, because there are very good Amiga-emulators around, like for example WinUAE or Denise and you can emulate an A600 or an A500Plus Amiga with these. They are very very compatible (over 99,99% i would guess) and when your game works in an emulated A600 in these emulators, then it will work on a real A600 too, i am sure. At the moment, "Tiny Pixel Adventure" needs Slowram and this is the problem, when these two Amiga models are used.
This took me a while too, back then, to figure out, how this works. Maybe it would really make sense, "jotd666", if you would integrate the "japanese level-order" and the "crazy kong levels" directly as a choosable point, in this AmigaDOS-menue, that appears, when the user load "Donkey Kong 500". I think, this would be the best solution, in the end.
And maybe the japanese level-order, which is simply "level 1, 2, 3, 4 and repeating", should be the default one and the US level-order made choosable (in this menue) then, because this game comes from Japan and the japanese level-order also makes alot more sense gameplay-wise. Not just my 2 cents I am sure, if you ask several "Donkey Kong" fans, because the US level-order is "level 1, 4 then 1, 3, 4 then 1, 2, 3, 4 then 1, 2, 1, 3, 4 then 1, 2, 1, 3, 1, 4 and this last sequence then repeats". A bit chaotic, I think :-) Especially strange is, that you have to play through six levels, before you see level-2 for the first time, in the US level-order. No idea, who came up with that, back when "Donkey Kong" was released in America? *lol*
By the way, because i forgot to mention it. There's already a file called "floppy" on my disk, but that doesn't prevent the floppy-motor from continuing to run, even when the game is fully loaded and it also doesn't prevent the floppy LED from lighting all the time. I am not a programmer, but maybe it was forgotten, to reset the _MTR-Signal in the CIA, or something like this and therefore the floppy-motor don't stops, after the game was loaded?
Hy. This is a really good new game for the Amiga and I was very happy about it. After testing the game more extensively on various of my Amiga models, I discovered two problems, that the game still has and I hope, they can be fixed in an upcoming version.
(1) If you wait a while (for example two minutes or more) on the title-screen of the game (the screen, where this ball is rolling around) and then start the game, it brings a graphical-error and then crashes at the moment, when the first level normally should begin. If you immediately press the firebutton on this title-screen and start the game, this doesn't happen. But this bug should still be fixed, because I am sure, this should not happen. Sometimes the user has the game running and must do something else for a short moment or sometimes the user is waiting some minutes when he wanted to start the next game and then this problem occures.
(2) If you are using an Amiga model, that doesn't have Slowram included, such as a standard Amiga-600 (1MB Chipram and zero Slowram) or a standard Amiga-500Plus model for example, the game always crashes after the title-screen in a blackscreen. That's a bit sad, because not all Amiga owners have Slowram in their actual Amiga computers, because normally Chipram is better and faster, so it would be nice, if also this bug could be fixed, then "Tiny Pixel Adventure" would also run on any standard Amiga-600 and Amiga-500Plus machines and the game is good, therefore it's worth it.
Would be nice, if these two problems could be solved in an upcoming version of the game. If you "HooGames2017" don't have a real A600 or A500plus Amiga, you can easily reproduce this Slowram problem in good Amiga emulators, such as WinUAE or Denise for example. This will show the exact problem and the game's behaviour, when there's no Slowram available and might help, to solve the problem. Also the thing with the waiting-time in the title-screen, can be reproduced there, especially when the WARP mode in the emulators is used, because this makes it much faster, to reach the two or three minutes waiting-time. Regards.
Hy. Thanks for the update and indeed it's better now, when a 7MHz Amiga500 is used, especially when the player-sprite is on these conveyor-belts. The game runs not completely in fullspeed, when when the user is on these places, but the update definitely improves the sitzuation, so it made sense. Thanks for that. Nevertheless, there are still three points in wanted to mention:
(1) there's still this problem, that i described one year ago, that the floppy-motor don't stop and the floppy-LED is always on, even when the game is already loaded.
(2) and I have one more request. The original Japanese level-order makes much more sense in this game, than the somewhat strange level-order of the US version, where some levels are constantly repeated and appear far more often than others. Could you please add an option to the start-menue of the game, where the user can directly load the game with the correct level-order. It could be named something like "play with japanese level order"? This would be great. This game was originally released in Japan at first, so this is the true level-order and it's also more fun
(3) a user in the Forum64 (a german C64 forum that also has an Amiga section) noticed some time ago, that the level ending music wasn't playing in the correct order, compared to the Arcade Version of "Donkey Kong". I hadn't noticed this before, to be true, but there was a fix for this then, on Forum64, that corrected this order in Donkey Kong 500 and also the floppy motor problem and also had the ladder trick included. Maybe these things could be fixed/included directly in the original version of "Donkey Kong 500" now, then a fixed version of the V1.1 would be not necessary in the aftermath?
Thanks for answering. Okay i understand. Maybe in your next project? Especially 2-player-simultan games, have their own special appeal, or are always very good party-games, when friends are around. Another possibility would be a CPU-player, that could, either support the human player to play as a team, or play against the human player. I could image also something like this, in a Breakout game, it could be fun. Best regards.
Nice game. I had alot Game&Watch games, when i was a kid (still have them) and some of them, I really loved, like for example "Mr. WoodMan" etc. This here is a good port with great playability. One question - is controller support planned, so that, for example, the "left" and "right" controls can alternatively also be made with a joystick or a gamepad (either with buttons or with directions there, as the respective player prefers)? That would be a great feature for upcoming versions of your game.
Great game-idea and it's really fun, especially when multiple human players are involved. But I'm also happy about the integrated CPU-player, because you don't always have human-friends around, to play with. So, good work, definitely a fun game! I love "Microprose Soccer" by the way, Arcade-style football games on the C64, are really cool.
Would a german version of the game be possible, additionally? "Overload" contains a lot of text and technical terms, that are sometimes not so easy to remember in english, when it's not your native language. A german version would be much easier for german speakers, and there are alot of them in the C64 scene. I ask this, because I know that you, the author of this game, are also german (otherwise I would not ask).
Denise already has a function called "C128 in C64 mode" in it's "System" menue, since some months. When this is turned on, also the C128 version (with the scrolling) works without a problem. And the game runs better than in VICE, by the way, because you can turn-off the input-lag in Denise. Normally, the game should only be recommended for Denise now, because in fighting-games, things like an input-lag kills half of the fun and VICE sadly has this problem, as long as there's no RunAhead function available there. But okay, alternatively to Denise, people can also use RetroArch, where you can set a RunAhead for the running VICE emulation. Why such a feature isn't built into the regular VICE versions, is beyond me. It would be advantageous in every C64 game.
Really a very interesting game! I played it yesterday for around 2 hours and definately like it.
And i have a question. Would it be possible, to release a german version of the game too? Normally I have no problems with English, but here I am asking this, because this game contains quite a few technically complex words, that have something to do with the reactor and you sometimes have to look up, during the gameplay, what something means in your native language and translate it, to avoid making a mistake, when firing up the reactor (at least that's what my buddy and I had to do yesterday, while playing). My native language is German and I know, that you are german too, therefore I also ask, because I know, it would be not difficult for you.
Also great would be, if there was a way, to save the progress in a running "Overload" game and continue this game later, for example if it were possible, to cache data on disk. You don't always have an hour to play at a time and then this would be a nice thing.
Best regards and Merry Christmas.
Yes, "Mr. Do" would be nice and "Mr. Do's Castle" would be absolutely superb. I like this game even more, than the original "Mr. Do". But "Mr. Do's Castle" looks technically more complex to me. Whether it will work in fullspeed on the Amiga is the question? Perhaps it would work on AGA computers, but on ECS/OCS machines, i guess, it could be difficult. It would be really fantastic, though, because "Mr. Do's Castle" is really a great game.
And you know what? The game "Guzzler" (from Tehkan, 1983) would also be a great candidate for a Amiga port. It's a lot of fun and not too complicated. And besides, there are only very few home-ports of this Arcade game available (it had a Sega SG-1000 port and recently, an MSX port of the game was released). Just some suggestions. :-)
Nice port. "Track and Field" is also one of my favorite game-classics and it made alot of fun, to play it against friends, back then in the 80's. Nice that a Amiga version of this classic is available now (the C64 has this game since a long time, for the Amiga it was never released) and also nice, that it works on ECS/OCS Amigas too, even when the game runs not very well there (tested on real hardware). I already suspected, there could be speed-problems on normal A500 computers here and the game also seems to need 1MB Chipram and don't work with 512kb Chip and 512kb Slowram. But the game works good on AGA Amigas, I tested this in emulators and there it works good.
Maybe it's an original bug, but to be sure, I played the Arcade version sometimes in the 80's and I can't remember something like that. But everything's possible, maybe I was just lucky, never to encounter this bug back then?
Last short question. Have you ever compared the game-speed, at which your Phoenix version runs on an Amiga500, compared to an A1200? Has the player full speed on ECS/OCS Amigas too? It almost looks that way in emulators, when i compared, but I'm not entirely sure (and I don't have a real A1200 Amiga).
By the way, I don't mean to digress, but since we're on the topic of the very nice game-classic "Phoenix". You know what would be really great too? If someone ported the Atari VCS-2600 version of Phoenix to the Amiga or the C64. While the Atari-2600 version is quite different from the Arcade original, it's also fantastic as a game in its own right and plays really well. This version in an exact 1-to-1 port, would also be absolutely amazing on the Amiga or the C64. You make nice Amiga ports of Arcade games, maybe someday you also want to port a Atari-2600 game to the Amiga, then this game would be superb. :-)
The "Full Random" mode turned out great, thanks for adding this. I actually meant to mention this, when it was added to the game back then, but I forgot. Today I played the v2.1 of the game for a longer time again and then it occurred to me, that I wanted to write this here. I almost always play the game in "Full Random" mode now. That way, the player can't memorize the whole gameplay and then it doesn't get boring, because it's different, nearly all the time. Nice game, good job. A multiplayer-mode would be the icing on the cake for this already great game now. Perhaps there's a possibility of that someday? But already now, the game is great.
A C64-port of "Guzzler" would be very nice indeed. Many good new games have been released for the C64 in recent years, including some truly excellent new ports of Arcade classics like Donkey Kong, Galaxians, Burger Time, Berzerk, Galaga, Lock 'n Chase, Donkey Kong Jr., Pac-Man, etc. Guzzler isn't available on the C64 yet, would be fantastic, to have this classic available there as well.
Yes, creating a new SG-1000 version is a good idea, maybe also some more colors could be added, but I don't know, how many this very old console can handle, at the same time?
If you're thinking about new ports of the game anyway, then maybe also a new Master-System port would be conceivable (it could have improved graphics then, because the SMS is technically a bit stronger) or perhaps also a C64 port, that would be really cool too. Or a Amiga-500 port of the game, this could even have the same graphics, the Arcade version has. Just suggestions of course. :-)
Hello. Good to hear, that there's a SG-1000 port of the game too. Will try out this version on my real Master-System in the next days, by using my Everdrive X7.
I already had a look on this SG-1000 port with the Kega Fusion emulator today. Your MSX port looks a bit better, I would say. But gameplay-wise, this SG version is also not bad. Thanks.
Guzzler is a game, I really like and it's a bit sad, that there is no port of this game for other well-known systems like for example NES, Atari-7800, C-64, Atari-800, Master-System, Amiga, Mega-Drive, PC-Engine, Atari-ST or Super-NES. Nearly all of the old Arcade classic-games have their ports on these systems, but this game was forgotten, it seems.
Very nice. I love Guzzler, because when I was a kid, in the mid-80s, there was an arcade machine for this game at our outdoor cummunal swimming pool. There was a small room in this swimming pool, where you could buy food and drinks and there were always two arcade machines in the back corner of this room. For several years, these were the games "Guzzler" and "Xevious", and I played both there quite often, with some friends.
I have a question, since I have a Master-System but no MSX computer. The two systems are technically related, I read in the internet, wouldn't it be possible, to port your MSX version of "Guzzler" to the Master-System, or would you be able to do that? As far as I know, only certain things need to be adjusted, that a MSX game also works on the SMS and there can be found several MSX-to-SMS game-ports on the internet therefore. I just don't know how it works.
Hy Shoriontea, i had a look at your new project and it makes a good impression. I always like good shooters, no matter if horizontal or vertikal scrolling, therefore i am looking forward to see Scartarix finalized. At the same time, i have hope, that maybe someday in the future, also a Redux version of "Star Hero" can be published with enhanced additions.
Good game with beautiful graphics, but made only with the normal SEUCK. Taking that into account, it turned out really well. "Star Hero" definitely is a candidate for the enhanced SEUCK engine, that offers more possibilities and for a subsequent Redux version with some improvements. Would be cool, to see a "Star Hero Redux" version some day.
Hello Shoriontea. I saw, that you finished your game, some days ago, as a normal SEUCK game. Good one, with really nice graphics. I bought it some minutes ago and it would definately be interesting, to see your game with the enhancements, that the SEUCK Redux engine can offer. Hope that a Redux version of "Star Hero" will come out some day. Maybe with the help of some of these mentioned people, which already have experience with the enhanced engine?