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TheLobdegg

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A member registered Sep 07, 2020 · View creator page →

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Ok, the updated alpha1.zip has been posted. You should be good now.

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So this is technically all in data so would be easy to fix, right? Well, turns out the data compiler I wrote for the episode files hasn't been rebuilt in a long time and I had done a lot of reorganizing of the scripting language byte code while working on my adventure games. I don't seem to have a backup of the Bob version of the tools so I'm having to update Bob's executable to match the new byte code specs.

I am fantastic at planning ahead.

An easier fix might just be for me to edit the episode file in a hex editor. I think that's a much easier solution.

Wait, seriously? Hyphens aren't allowed? Wild!

I'll have to look through the code. I can't remember off hand if those file names are data driven or computationally composed. Short answer though is sure, I should be able to change that around.

I'll let you know once I've got an updated build ready!

Glad you're enjoying the game! We agree that the restart hot key probably should have a confirmation dialog box. Not sure when the next update will actually go out just yet but we do plan to add that feature in it. Thank you for the suggestion!

Would be able to record a video of this happening? Also what version are you playing on?

I think I know what happened there. I'll make sure that fix is in the next patch. Thanks for letting me know!

Thanks for the patience! Looking back it seemed like such an obvious oversight on my part. There's a few bugs with the game still getting ironed out before we push out a proper v1.08 update, but good to know it's working on more real hardware! We hope you enjoy the game!

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Would you mind pulling down a test build from the public git? I just updated it. All you need is the GORGON2.EXE file.

https://gitlab.com/hadrosoft/gorgon-gdk/-/tree/master/engine/dos/prevga

Hmmm....I notice you're not getting the * Gorgon 2.01 * message on your MT-32 where as Space Quest III *does* print it's intro messages. Is that an Amstrad? I wouldn't have thought that would be an X factor but I'm curious now. Could also be a timing issue where I'm trying to push too much data to the MT-32 too quickly if the CPU is powerful enough. Let me double check and see if I can find a better way to time the messages.

Oh! Also, which version of the Aching are you playing?

Would you be able to record a video of the bug happening so I can see the behavior?

Your MIDI cards are all set to port 0x330, right?

Unfortunately those aren't bugs. We're pretty new to the MT-32 and the current solution for the wind chimes was to use the flute and as for the waterfall we just couldn't find a way to express it via the music system that we were happy with. We've been researching into the more complex side of MT-32 programming with modifying patches but it's still early on yet.

An engine expansion we've toyed around with is possibly using meta data to link missing music tracks with the PCM sound effects pack, but we haven't settled on a particularly elegant solution for that idea.

A lot of this is a hold over from the Tandy 1000 3 Voice Sound mode only days where that was what we had so we made due.

What I will say is this won't be the last non-bug fix patch for the Aching and if we find a better solution we'll readdress some of the more questionable solutions to these challenges we're currently employing.

Tough for me to comment on what emulators are easy or difficult. I've been using DOS since it was relevant and so I have a slightly warped sense of easy of use for it. I'll try and get some perspective and add links accordingly.

As for your question about remaking a game you already have as a .COM file, that's absolutely okay! I might suggest creating a separate page for the .COM version for the sake of the jam tho, so as to keep it clear that it conforms to the restrictions set by the jam.

Hi, sorry for the delayed response! Yes this is that very issue you thought it was. The current build in dev has the fix but owing to how much we're still fixing and adding, it's taking us a bit longer than we'd like.

In response to your curiosity, it is technically a save game glitch. The engine uses a sort of VM and the save files are more or less save stating the VM. There was a bug in the current release that corrupted a few of the core state flags. Sorry for the inconvenience, but as you seem to have found out hitting certain rooms will force a state correction.

We're glad you've been enjoying the experience in spite of the bugs and hope to have the patch out very soon!

It never ceases to be amazing to see our software out in the wild on vintage machines. Makes the work seem worth the effort!

lol Yeah, we were made aware of that bug recently. The patch already has the fix for that in place. To be fair, it's the only way you can get the 130th point! The actual max points is supposed to be 129. That one was a basic math error on my part. ^.^;

That is indeed a bug! I'm implementing the fix right now. The current patch in development is fairly substantial so it's taking a bit to complete. We'll put out an announcement when it goes live.

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I'd love to know what infinite loop you got caught in, and more importantly how you got there!


Apparently you can use limited html markup to hide spoiler stuff on Itch.

https://itch.io/t/2151831/adding-spoiler-text-to-your-game-description

No problem! And I'm fairly confident we've squashed bug 2 & 4. Expect an update soonish.

I'm sorry, I thought we had responded to this. Bugs 1 & 3 appear to be fixed in the current version: v 1.04. Bug 2 is being squashed as we speak and #4 I'm looking into. Thank you for reporting these!