Started by EgoTrip, 23:38, 06 August 13
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Quote from: sigh on 00:49, 07 August 13I'm really interested in hearing your experiences using AGD. I need to source a joystick as I dont have one....
Quote from: TFM on 02:15, 07 August 13 You need to be pixel precise to enter passages or similar. That doesn't make it more easy.
Quote from: EgoTrip on 23:38, 06 August 13Please report any bugs, and any constructive feedback will be appreciated.
Quote from: arnoldemu on 10:57, 07 August 13@EgoTrip: I haven't tried this myself, but yes being pixel precise to enter passages can make it more frustrating to play. Concerning this you could do what Pacman arcade does: When you press down near a passage way it slides into the correct position and enters the passage. So I am sure with your next game you'll solve this.
Quote from: tastefulmrship on 12:57, 07 August 13Very nice game... short, but very playable especially for the FIRST EVER AGD game!Some bits;1. The BASIC program looks like it is trying to load the title-screen after every game, but AGD insists on looping the game no matter what. If you change #34F6 to #C9 and #34F7 to #00 (and change the screen dimensions back to #BC01/40 and #BC02/46) the game will return to BASIC and you can display the title screen again... the only problem with this is that the music is interrupt driven, so it continues to play. I haven't looked too deeply to see where that is initialised as I haven't had time to look... but it doesn't hurt having music in a title screen!
Quote2. Because of the file-structure, there's no reason why you cannot make the whole thing RUN in assembly; each file fits in its own area of memory and can be CALLed up at will. Also (for the same reason) the game can be packed with Exomiser/BITBuster with ease (I made it 12K packed)
Quote3. Nice music, as always.
Quote]4. You gotta love a game with secret rooms and I like the secret room in this one... lots of free points! ^_^
Quote5. It would be interesting to push the AGD to its limits and see how big a game it can handle.
Quote6. Is there a reason why the BLUE KEY room plays so slowly in comparison to all the other rooms?
Quote from: EgoTrip on 23:38, 06 August 13As far as I am aware, this is the first CPC game created with AGD.
Quote from: Retrogames Revival on 20:18, 11 August 13Congratulations for great work!Pretty game & music.I´m making a Rapid Review for Retro Games Revival.Some bits:There´s a clash on entering slowly by the leftside room to the next room rightside (first vertical line).We can passing by the fires witn no damage?The room of blue key couldn t' less fires for gain dynamism?Thank you for the game.
Quote from: EgoTrip on 22:33, 11 August 13Thanks for the feedback and reviewThe fire indeed is passable, once you have collected a certain item. Before that however it will kill you.That clash is a problem with the AGD sprite routine, nothing I can do about that. I've informed the programmer though.
Quote from: velus on 16:08, 15 August 13There are bugs between two screens. Go Down. Left and right a few times
Quote from: Retrogames Revival on 23:06, 15 August 13Subtera Puzlo Rapid Review is done too.Retro Games Revival: Subtera Puzlo
Quote from: EgoTrip on 00:38, 16 August 13Thanks for the reviews. I wont be updating the game, but I will be releasing a new, larger game. No idea when though.
Quote from: EgoTrip on 00:38, 16 August 13The bugs are AGD's fault, I cannot fix them unfortunately.
Quote from: TFM on 22:24, 16 August 13I'm afraid we will get now a lot of games with the following features:- underscan- ugly colors- simple gfx (70ies like)- few sprites- hard to walk in mazes (due to pixel precision)- and a lot of bugs...Taken all together... SPECCY PORTs!!!The AGD may be a great idea for people who can't learn program or don't want to. And it also may motivate people to learn programming But I don't expect it to bring only one great game to the CPC.
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