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Sparky-D

313
Posts
4
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A member registered Aug 20, 2017

Recent community posts

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Cool, nice game. By the way, your newly released games are working on alot of retro-systems, but they are only shown here as "for Windows and for Linux" (I understand, you mean because of the emulators that one has there), but I can also imagine, that some users of these retro-systems could get the impression, that these games are only for PC and because of this, then even don't look inside of the site of each of these single games here, on itch.io. 

Maybe also all these retrosystems, on which your games work on, should directly be shown, besides the game-name, on the general website here, where all new games can be seen (if it's technically possible, to show more than two systems? I don't know, but it could make sense).

Yes, the v1.1 is a bit faster on A500 machines. Good work. While you don't quite get fullspeed, like you would on an A1200, the game is at least playable on 7MHz Amigas.

Indeed, that's exactly what I had in mind, when making this suggestion, a mix of Snake/Worm and Tron elements.

Nice Worms/Snake clone with good and precise control for the player-sprite (which is important in that kind of games). Good job! Do you have any plans, to expand the game further, perhaps by adding a simultaneous two-player mode, or something similar? Regards.

Sounds great, looking forward to this new game!

Very nice. I tried the new version in WinUAE and in Denise emulator and also on my Amiga600 (2MB Chipram + no Slowram) and also on my Minimig without Slowram. It worked everywhere without a problem now and so far, I haven't been able, to make it crash anymore, no matter what configuration I set in the Minimig menue. Good work, thanks for the update.

Hy. Any news on a version of the game, that no longer relies on Slowram?

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That sounds good, thanks. By the way, I have a Minimig in my parents house (sadly have not used it around two years because of time-problems, but I will change this again soon) and I completely forgot, that the Minimig can be set to Turbo Mode (about 48MHz) in the Minimig-menu. I must try this out, in such of your ported games, that are a bit to slow on Amiga500 machines (like for example "Track & Field"), because I can imagine, that the slowdowns will then be gone, when they run in this Turbo Mode.

And this mode also doesn't mean, that everything runs to fast then (that happens only in a handful of games, mostly vector-based ones), the vast majority of gamesjust hold their normal game-speeds, when the Minimig runs in Turbo Mode, just things like slowdowns in some games (like for example in the Amiga game "R-Type 2", when alot enemies are on the screen at the same time) are completely gone then and such games hold their normal fullspeed to 100% then, in such moments. This thing could especially be very interesting for your ported games, such as Galaga500, Phoenix500, Pooyan etc. I must try this out.

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@jotd666, I want to ask one thing more. First of all, I want to say, that I really like your "Donkey Kong" version, otherwise I wouldn't spend so much time on it. Really a good game. The new question is this - currently the game's highscore is only saved, when the player exits the game by pressing the ESC key before. If the player forget to do this, as recently happened to me, right after I had set a new highscore, then this new highscore is not saved in the scorelist, sadly.

Most other Amiga games save directly to their highscore list, immediately after a match and it's not necessary, to leave these game with ESC key before, because it's also easy, to forget this and then the score is always gone. Maybe it would be good, if the player didn't has to do this ESC thing at all. Would it actually be possible, to change the score-saving behaviour to someting like direct saving, here in "Donkey Kong 500"?

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Nice, that you've hidden the loading commands now, it looks more professional than before now. I thought about, what you had written about the fastloader-thing and it's understandable. By the way, I tried the game with a speeder-kernel, to see, if the reloading-process in this case, is also accelerated then and it luckily is. This also works with fastloader-cartridges like the FC3 or the AR6 etc. That's good. If a AR6 is used, the load-commands are visible again, I found out, because the AR6 changes the BASIC color for text into white, which is probably the reason for that.But that's tolerable.

By the way, I've also noticed, that unpacking the reloaded parts takes quite a while. Are they packed with "Exomizer"? This packer has a very good compression-rate, so it makes the programs very small, but it takes a relatively long time, to unpack them. If you pack with "NuCrunch", for example, unpacking only takes about half the time and the files aren't much larger. But it must be tried out, to see, if the whole loading and unpacking process is shorter with "NuCrunch" or with "Exomizer" here in these cases. It could be worth a try. But it's always difficult to predict exactly, without testing it. If you always load the game with a speeder-kernel or a fastloader-cartridge, the unpacking-time naturally plays a much bigger role, since the reloading-process itself, is relatively fast, regardless of the filesize. Without a fastloader, the situation is quite different, as the filesize then becomes a much more significant factor, because loading a larger file then naturally takes noticeably longer and the unpacking-process is then only a small part, in terms of time.

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@jotd666, after playing version 1.2 for a while now, I've noticed something else, besides this described floppy-led (floppy-motor) thing? At the moment, the japanese level-order is only correct on the first cycle. On the second cycle of the levels, after level2, it suddenly goes back to level1 instead of level3. So something doesn't seem quite right here, because it should always be the order lv1, 2, 3, 4, which then repeats.

Yeah. And then already to the next project, called "Bubb-innen Bobb-innen", which is for 4 players, introducing "Bebb-innen" the genderless dragon.  ;-) *lol*

Okay, nice to hear. I think it's really great, that you take user suggestions into account, because not all programmers do that.

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emmonks, yesterday a friend and I tried out your United DX version of the game. It's good, that everything is together now, in this version. In our opinion, there are only two things that could potentially be improved in a possible upcoming v1.1 of the game and I wanted to make these suggestions. Whether you implement this, is of course entirely up to you. (1) A fastloader could be used for reloading, that would make the loading-process significantly faster. For hardware like for example the SD2IEC, a version without fastloader can remain, because only kernel loaders run there, but for normal drives or for hardware like 1541Ultimate, Turbo Chameleon, etc, a fastloader would definitely make sense. (2) These loading-commands in the C64 BASIC, which appears during reloading, are looking a bit odd, inside a game. Here, all the colors in BASIC could simply be made black (text and background) so that players wouldn't see these commands. Then it would seem to the player more as if the individual reloaded versions, were directly connected to each other and no longer separate programs. That would be my last suggestions. It's a good game.

Wow, great, emmonks! Thanks for implementing my suggestion and realizing the ultimate version of the game and also using the name.  :-)

I will thoroughly test the new version this evening, together with a friend.

Very nice! This is the ultimate version of the "4goal" series, because it combines all the features. Thanks, for implementing my suggestion. Good game! I can recommend it to everyone, especially when friends are around, because it's a great party game, especially when played with a multiplayer adapter on the C64.

Sounds very good! Looking forward to this.

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Hy. Okay, I understand. Maybe you find a good solution in the future, it would be nice. Or maybe someday, also one of the numerous C64 crackergroups will release a cartridge version (Easyflash maybe?) or a d64-version of the "4Goal" games  in which all functions/versions are united?  (Aaah, also a nice name would be "4Goal United" yeah). We will see.

I definitely like your 4goal games, because they are especially well suited as party games, played with friends and since my childhood, I always liked simultan games, in which more than one player is involved at the same time, because in my opinion, these games give the most fun. :-)

Also this "4Goal" version is nice and adds some new features again. One question I have here. There are alot different versions of your game now and every version has some good features. What do you think, about releasing a "4Goal Deluxe" or "4Goal DX" version, that has all these selectable features in one version of the game, choosable from a game-menue? And, if this would need too much memory, such a DX-version don't need to be a onefiler, it could also reload, some of these single modes, from a d64-file for example. Today there are alot of really good fastloaders on the C64, so also things like "loading time" is not a problem anymore, on this system. I think, having all features together in one version, could be a nice thing. And also a cartridge version of such a DX version would be great. What do you think?

Thanks for integrating the japanese level-order in the menue as a selectable option, that's very nice. And it also works now, when the user starts the game in the US-level-order, that the floppy-motor and the LED stopps, when the loading-process is finished. Sadly it seems, you forgot to do the same, when the user starts the game in the japanese-order now. Because I tried this out some minutes ago and when the game is started this way, then still the floppy-motor and the LED stays on, after the loading is finished. Best regards.

jotd666, thanks for the v1.2, I only saw this version today and immediately tried it. Thanks for integrating the japanese level-order in the menue as a selectable option, that's very nice. And it also works now, when the user starts the game in the US-level-order, that the floppy-motor and the LED stopps, when the loading-process is finished. Sadly it seems, you forgot to do the same, when the user starts the game in the japanese-order now. Because I tried this out some minutes ago and when the game is started this way, then still the floppy-motor and the LED stays on, after the loading is finished  :-)

And I wanted to ask you one thing, because I have not seriously played the v1.2 so far. Could you combine the advantages of v1.0 and v1.1 in this v1.2, when it comes to the point with these slowdowns? In v1.0 there was big slowdowns in the second level, when the user is on these conveyor-belts. This then was fixed in v1.1, but sadly in this v1.1, in some cases, the first level could be a bit slower, compared to v1.0. I also realized that now, after the user rh70 mentioned this here. Therefore my question, if it was technically possible, to combine the advantages of both older versions, so that the first and also the second level runs good on Amiga500 machines now, in this new v1.2? Or is this not possible at all?

And thanks again for bringing all these cool Arcade classics to the Amiga, because they were always missing from this computer's game selection and I always asked myself why, since the 90's. Now many of them are here, even if not all of them have fullspeed on A500 machines, but at least they have it on A1200 machines. By the way, the first "Dig Dug" game would also be great for porting. And "Mr. Do's Castle" and "Guzzler" would be really great too. I always loved these three games, back in the Arcade.

Nice!

Great game, especially when played with friends and now up to 4 players are possible and CPU-opponents can be integrated too. Good work!

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Very nice!!! Will try this out, when I meet some friends on next weekend. Good work with all these new features, it's a great party-game now. And because you fulfilled some of my wishes, I also made a donation and bought the new version of the game.

Nice! Now it's clear for all users, even for beginners.

Sounds great, looking forward to this. Best regards.

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A 4-player-mode really is a nice idea for this game, because in terms of gameplay, "4goal challenge" caters to this. It would also be great, to have even more play-modes, such as "player1 + cpu-player vs. player2 + cpu-player" or also "player1 + player2 vs. player3 + cpu-player" etc. A tournament-mode could also be fun, where the losing teams are always eliminated, until only one team remains. And the selectable cpu-players maybe could also have different play-styles. Just some suggestions.  :-)

Nice level-set, good work. One thing I noticed, that i want to mention. In the second screen (the one, after the "Bubble Buddies" logo screen), it should perhaps be written somewhere, that you should press either button 1 or 2 (for 1 or 2 players) now, to go on.

Maybe not all users are so familiar with "Bubble Bobble" on the C64 and some could otherwise get the impression, that the game has frozen in this moment, since there's no music playing at that point and you also can't proceed with the firebutton on the controllers or with the function keys. In the original game, there's a note at the bottom in this moment, indicating the player, that he should press 1 or 2 now and that really would make sense here as well. Otherwise, great release.

Nice game and good update to the older version. Especially it makes fun, when played together with a friend, against the CPU-player.

Good update and a fun-game. Nice work!

Looking forward to this. I also use WinUAE since about 20 years and never had such a case, that you described. But who knows, anything's possible.

But nice, that you plan to release an update anyway. Looking forward to this. No rush, take your time.

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.

Good checkers version. Nice!

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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*

Okay. I hope, I can find german words for all specific terms, that appear in the game. With a dictionary, I should be able to manage it. *lol*

Nice oldschol shooter-game for the C64. Joystick control would be nice, instead of keyboard only.

A sequel is planned? Sounds good.

Thanks for no response at all.  :-)