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Post by alessandro on Mar 31, 2013 0:20:50 GMT
Happy Easter! ;D I am proud to announce you my new game, Funky Fungus. It is the first multi-level title authored with AGD. Comes in the following file formats: TZX, TAP, DSK and TRD. Available in five languages: Italian, English, German, Spanish and Portuguese. More information (including download): Enjoy!
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Post by alessandro on Mar 31, 2013 15:26:35 GMT
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Post by nra on Mar 31, 2013 17:40:15 GMT
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?
Cheers.
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Post by alessandro on Mar 31, 2013 18:34:38 GMT
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.
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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.
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Post by alessandro on Mar 31, 2013 19:27:42 GMT
Thank you Jonathan! But above all, thank you for your wonderful utility. Wish I'd had it "back in the day" ;D
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Post by alessandro on Jun 6, 2013 17:53:00 GMT
Update: Funky Fungus has now been released in an updated package. What's new: - French translation by Patrice Arone;
- loader files, to use the game with the DivIDE interface, by Velesoft;
- enhanced DSK, TRD and SCL disk versions with new music and three different bonus mini-games.
Please read the addenda to the user's manual for full details. Also please note, as before, that I only tested the disk image files under emulation. The TRD and SCL files should work on clones as well but feedback is welcome, as always Of course, the files in the new package replace the ones already in your possession and those currently on the WOS archive; I hope that the next WOS update will include the new package. Download link
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