Fixed crash on trying to change input type to ABC with a mouse click. Now it works, with either click or right alt (or if youre using KR keyboard the specialized key should work too)
TapanilanKTT
Creator of
Recent community posts
Updated for HTML5
It seems the layouts for HTML5 differ from Windows target - so did some additional mapping. French layout is the most different between native Win and HTML5.
Also not all keypresses are registered (for some special international keys). Nothing can be done about that.
Added printing of all registered keys to the right of the visual keyboard. So you can monitor any keys not mapped to the demo keyboard.
For a more hardcore audience:
Using Auto refesh mode and setting your display to 50Hz or Selecting 50Hz mode otherwise will now give you more authentic collision model.
As bigger steps between collision checks allow cannon shots end up inside the ships collision model more often - causing more damage. Instead of just fragmenting on the surface of the craft.
Also I am planning on allowing the modding of gameplay parameters. Damage, reload etc. to make the gameplay suit your style more.
HTML5 version is always 60Hz!
New features:
- Refesh rate now selectable from main manu (Non HTML5 versions) o Options: Automatic, 50Hz, 60Hz
- A automatic syncs to windows main display refesh rate
- 50Hz Original Amiga refeshrate, collision modeling is as close to original as possible
- 60Hz Optimal balance between new and old worlds
- Version tracking with a release version numbering latest is now v1.50, previous version v1.35
Adjustments:
- Bomb number 6 (mines) timeout lenghtened by a lot - also "the bounce" fine tuned to more like it used to be on the Amiga
- Pulse cannon restock when landed quickened by a small margin to be closer the original
- Spead of the spray (pulse cannon mode 2) widened to be more inline with retro style
Fixes:
- Resolution changes should no longer cause UI defects
Upcoming version changes:
Adjustments:
- Bomb number 6 (mines) timeout lenghtened by a lot - also "the bounce" fine tuned to more like it used to be on the Amiga
- Pulse cannon reload fastened by a small margin to be closer the original
- Spead of the spray (pulse cannon mode 2) widened to be more inline with retro style
Fixes:
- Resolution changes should no longer cause UI defects
Well it wasn't easy or too hard, but a somewhat complex to figure out what was going on.
Seems the Gamemaker platform doesnt trigger any events on resolution change of the display when on "true fullscreen". In fact it just keeps returning the old resolution through its apis until you resize the game, one way or another.
On fullscreen window, display resolution changes at least can be seen through game window size - so a display reset can be called.
So the game wont be true fullscreen - for the time being at least. Anyway only difference should be a minor performance hit. And TR is such a simple game - no one will notice 900fps max instead of 1200.
I have some testing still to do - so that html5 version wont break etc
When done I will release the update.
Thank you for the feedback
1) this might be difficult to achieve bcs now the collision check is much more accurate.
What this means is that often on the amiga the shot would be well inside the ship when collision is detected as the steps are longer for example 10pixels. But on PC due to higher refresh rate and more accurate collision checks a step might be 5pixels. And when a shot is more on the egde -> more shrapnel end up out side the ship and not cause damage.
So it would take some tricks to be more authentic. But I might do some trials.
All players need to select a "player name" or <No one> - you cannot mismatch a "name" and "no one".
Default keys for selecting player are CTRL and ENTER for players 1 and 2. These keys can be configured in the settings page.
When all players have selected their names or no one - the game starts.
Or you can disable Turboranking so the game starts right away.
New version uploaded.
Bug fixes:
- Ships would get destroyed in the landing platform under certain conditions
- Refueling and fuel payload had some problems
- reducing fuel to 0 didnt work porperly
- fuel would not run out in certain conditions
- shutdown engine sound if out of fuel / ship detroyed
- Crashes when disconnecting joypad(s)
Almost all graphics are free to use resources (i am not a graphics artist).
https://opengameart.org/content/animated-top-down-survivor-player
https://opengameart.org/content/animated-top-down-zombie
https://adamatomic.itch.io/jawbreaker
https://opengameart.org/content/free-top-down-car-sprites-by-unlucky-studio
Uploaded a test version for high refresh rate support. Turboraketti_remake_high_rr.zip
This version should allow refresh rates of up to 250hz.
It also might function a little differently as also the collision retection will work at the monitors set refresh rate. The higher the rate - the more accurate the collision detection will be.
All previous Remake versions and the browser version are set to 60hz.
While the Original Amiga Turboraketti was set at 50Hz (PAL)
Uploaded WIP version of Turboraketti Remake 2020 with configurable controls.
Feedback much appreciated :-)
- If you have statistics on release version TR 2020, do not overwrite your game, just to be on the safe side! Use different install folder.
EDIT uploaded new version - previous had last minute problems
Hey author :-) Unrelated to Sunnylands - I cant find this resource of yours https://ansimuz.itch.io/magic-cliffs-environment no matter how I browse your content. Why is it available by direct link only?
Very cool stuff you have, THX
There is no option to change resolution. You'll have to adjust your Windows desktop resolution to a lower setting before playing.
Joystick and pad controls are made to Xbox controller specification and cannot be adjusted (supporting non standard axises would be too much works vs benefits). I have tested an original Atari/Commodore 2-axis joystick with an USB adapter - and it worked well. But this also might depend on the axis mapping of the USB adapter, whether it works or not.
I might do a x4 zoom option for 4K. (Current implementation is x2 the original - and it works well up to 2K resolutions).