Alessandro, I liked the graphics, the way you used ULA+ and mostly your colour scheme (although sometimes it's rather misty, probably it was intended), but I think that it's still better to correct a little collisions using extra coords checking. Say, I would add code similar to the 'ladders alignment' to make the hero fall off the cliff instead of hovering. Anyway, the only drawback I could complain in vain about is clumsy messaging and half-ready complete screen moment, when the last enemy plainly vanishes with an "OK"... It' feels somewhat raw or something. May be some FX or "EXTRA" life word's letter collection chance or something more arcadish?
Hi NRA and thank you for your interest in Funky Fungus Now, about your observations:
1) Well, I didn't implement an ULA+ palette in the game, actually...
2) The colour schemes are intentionally quite bright and vivid; they should underline the "funkyness" of the game (no connections between mushrooms and psychedelia is implied, however )
3) The game must stop when the last enemy is defeated, because there is a timer going to zero. As a player, would you like to have a fancy effect displayed on the screen and then lose a life because your time allowance for the screen has expired? Certainly I wouldn't.
I could have tried to stop the timer at the moment of the last animation, but this would have required too much fiddling with the code, so I opted for the simplest solution, which is also culturally neutral - "O.K." is easily understandable in every language.
4) Same goes for the "EXTRA" thing. I had contemplated the possibility of that, but then I would have faced so many problems and twists with the AGD in-game code that I decided to discard it altogether and keep things simple, adding the four "surprises" instead.
Last Edit: Mar 31, 2013 18:36:24 GMT by alessandro
Post by Jonathan Cauldwell on Mar 31, 2013 18:58:37 GMT
Nice work Alessandro! I keep running out of time on that second screen, but I'm determined to beat it!
Regarding ULAplus, AGD has a built-in palette which is designed to be just a little different to the Spectrum's usual colour scheme, but you can change this in the palette editor if you like. It took Paul Jenkinson by surprise when I mentioned it to him, I thought he'd deliberately designed brown tree trunks in Toofy's Winter Nuts but apparently, like yourself, he hadn't changed the default ULAplus settings.