Hello, i've much appreciated your Rastan, the action platformers are one of my favorite retrogames, the game scrolls well, the graphics, sound and gameplay are very good.
If you are ok, i would like to contribute to improve this game, i've always liked to thoroughly test the gameplay mechanics and to appreciate the games on the purely technical side, i give you some advices, of course you are free to do what you want :
- About you : you need to create the LOGO that rappresent you (and your work) on your games, create a visual image (this must be the first thing visible on the game) with "basementApe" writing, the image can be simply static or even dinamic (start one way and end another).
>> About Rastan >>
- Increases the RAM minimum requirement for ADF version, i suggest you at least 2,5 MB >> 512 kb (OCS A500 standard) + 2 MB extended fast RAM, this will permits you to do and manage more things inside your Rastan.
- Use a more complete ver. of Scorpion Engine (Nice idea).
- Use password save system (Nice idea).
- I see the game can manage a good number of enemies simultaneously on the screen (Good) ..
- To improve the game experience would be important create a second color for every type of enemy, this is where the extra RAM comes in >>
you should setup a RANDOM system, which decides which of the 2 colors to use (randomly) on each type of enemy, the type and quantity of enemies on every level is the same, what changes is the color (between the 2 used) which will always be different for every enemy in each game.
Here some examples i prepared for you (to left original color, to right the second one) ..
- you should setup another RANDOM system, which decides to insert the double health on a enemy, even in this case, this happen in absolutely randomly way.
These 2 solutions (color and health variable) are VERY important to make every game unique.
- Quality jump :
the quality of jump action is CRUCIAL for a good platformer, the jump action you used for Rastan is correct >>
this jump uses 2 heights (medium/high), the jump and strike actions are completely independent, therefore in every situation one does not disturb the other (no interruption in gameplay).
But this jump action can be improved, currently is not possible to modify the jump movement, to example is not possible jump up and then move a little forward or backward, or jump forward and change direction, correcting the total range of the jump.
Currently if is performed this last movement (jump forward and then backwards), only the lower part of character moves in correct way, this is the regular jump ..
and this is what happen when i jump forward and then backwards ..
Some bugs to fix :
- i seen several cases of disappearance of enemies (without me having killed them), to example if i jump up and displayed them in part only (when they are at the top of screen) or once i met if i go back a little, to then return to where the enemy was located, he disappears into thin air.
- at this point of level 1-1 happears a black bar in the sky ..
- sometime when we are hit by an enemy, remain some strange pixels on the screen ..
I LIKED the first Boss (^.^] ..
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