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TapanilanKTT

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A member registered Mar 09, 2020 · View creator page →

Creator of

Recent community posts

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)

Minor update (v1.55):

Fixed homer blinking

Fixed a crash when updating controls in the middle of an ongoing game

Fixed HTML5 keycodes for all locales. Now more buttons work on HTML5 target.

(1 edit)

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.

Lyrics mode improved somewhat. all words now have their own input

Fixed by type sorting.

Added type filtering and sorting

Once again very nice original little game.

Previous version v1.35 retained in the downloads incase there are problems with v1.50 that I havent spotted during development.

(4 edits)

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!

(1 edit)

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

(2 edits)

I might do a track pack update. If anyone reading this has time and energy to make some nice tracks in the 16bit turboraketti pixel graphics style - please reply below and lets discuss.

More complex environment might include things like - random events and darkness/fog/smoke

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

(1 edit)

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.

Once again excellent game.

(2 edits)

Very nice game!

I was able to reproduce the problem.

Will check it at some point if theres an easy fix.

(1 edit)

Hi, thank you for reporting an error.

I believe you're downloaded version?

Does it behave the same on web version? (i guess it just hangs on error)

Updated. Boundaries on the playarea. Keeping score.

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.

I did it from scratch, with permission from the original developer.

The original source codes are indeed lost forever.

(2 edits)

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.

Hey, what tools do you use for coding this stuff? Come C I guess?

(2 edits)

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)

Previous high refresh rate test version was broken (due to resource compilation issues).

Uploaded new version. Should work now.

Added gamepad controls

(4 edits)

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

https://opengameart.org/content/street-tiles

https://opengameart.org/content/2d-guns

(1 edit)

Works - good original ideas

+++++

1) You might want to put the keys as clickable controls on screen - theres room
2) Maybe reset health when proceeding to next fight
3) Maybe allow continuing from save fight after defeat

(2 edits)

Released minor tweaks and fixes to master version.

Among other fixes:

-if you unload all fuel -> the ship wont end up stuck in landing platform :-)

-analog thrust now uses "analog" amount of fuel not 100% 

-x2 zoom level draw made a little smoother

etc

(2 edits)

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)

HTML5 version updated with fixed configurable controls

Now setup screen is also localized (keyboard layout and language)

French and German translations for setup screen not done yet.

Further testing has revealed a lot of inconsistancies and outright bugs in configurable controller handling. Fixing them is ongoing.

(1 edit)

New version uploaded.

Only minor tuning in this release. Adjusted the engine sound levels with 3-4 players to more tolerable levels. But also finetuned 1-2 player levels too.

Also a web version is now playable ^ just check the top of the page. Or download a Windows desktop version as allways.

Some comments:
-i couldn't figure out how to complete the level behind door 2.
-it isnt as clear, as maybe it should be, as to which npc's are enemies, i kept killing the objective npc's :-)

(3 edits)

I implemented configurable controls - I hope you test it out and report back whether your cabinet sticks can be configured properly?

ps its still WIP - theres some usability issue i need to decide upon atleast

Turboraketti_remake_config_test.zip package above

(1 edit)

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

Amazing free pack. Using it :-)

Would also like to see the Sword when running.

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

(1 edit)

Added Zoom options for better high resolution support

A - automatic zoom when vertical pixels > 1300 (default)
x2 - always x2 zoom
x1 - always x1 zoom

Also OldSkool mode in windowed mode is never x2

Enjoy :-)

(2 edits)

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).



Awesome. Thank you for the feedback.

Made it "current version"