Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

First off, thanks for the comprehensive feedback! You make a lot of good points, hadn't thought of a few of those :) 

- Password system is coming for sure

- I'm sorting out some incompatibilities with the latest Scorpion version, and then there's life stuff to deal with too. Hopefully I can get an update out before too long (the moving platform collision glitch in particular irks me)

- I see your point about bumping up the RAM req (nice color tweaks btw). I *might* do an AGA only version and do sth similar for that. In fact, why not? The OCS version will stay at the current req tho. Squeezing everything into those strict limits is part of the fun for me.

- High jumps are coming! Just haven't needed to put them in for level 1 so I didn't. But I will :) Not being able to change the mid-air trajectory is an arcade-thing... but we'll see. I've been taking quite a few liberties already heh

- The black line is a copper bug thingy that might be fixed in the latest SE, haven't tested yet.

Happy you like the boss! I'm real happy with how he turned out too :D

I'm glad you are using latest Scorpion Engine version (Great tool !), about moving platform issue : i'm not a programmer but last year i discussed with 2 programmers just about this problem, they have said that it's all about the -fall point-, usually the character sprite (on a platform) can protrude towards the outside to almost half its width staying above the platform, then there is the fall point where the sprite falls down.

The fact is that setup a static platform and setup a moving platform are 2 different things (^^), often there are issues on moving platform since the fall point result altered, causing the premature fall of the sprite (even with a limited overhang), don't worry, always there is a solution to it, every engine has its way to manage this, you must work whit -sensitivity- of collision (of moving platform).

I understand about your choice on RAM requirement on OCS Amiga, if a day you'll create an AGA ver. >> AGA is Powerful and full of features, surely you'll have possibilities that now you don't have (on OCS). I'm glad you liked my colored enemies, this is one of first things that i thought when i tried your Rastan.

About jump action, yes is true, usually arcade games use stiff jumps, but let me say a thing :

you are in the position to build the game, you will have to make decisions that will affect the overall quality of the game itself, currently Rastan is Nice to play but it could be even more so just Thanks to dynamic jumps, i'm sure about it.

Instead this is a thing that i discovered recently |^_^| :

it's possible strike the enemies even from behind (when they get close enough), the range of action is more limited than the frontal side ..