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acidbottle

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A member registered Apr 13, 2021 · View creator page →

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Fantastic, great work on this release. The legend continues!

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Hi, thanks for your comments.

There is an official Breakthru HD installer, with icons available from WHDLoad Install for Breakthru (Acidbottle)

Please let me know if using this resolves your loading issues.

Hey there, many thanks for your coverage of Breakthru. Hope you enjoyed the game.

I had a sneak peek at your new magazine and it looks really polished and well designed. Great work also!

Thank you, hope to compile a CD32 build in the next month or 2,  thanks for giving the game a spin!

Hello and thanks for your video.

I can confirm the game is released as complete, with all 5 stages. Only updates would be minor or bug fixes. Cheers!

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Thanks for your comments Hexaae. The player inertia is not as brutal as the arcade, this is to allow the casual player to see a chunk of the game without too much frustration! I do appreciate others want the original player movement so will look into the possibility. 

There could at least be an update which will see the arcade style scrolling replicated far more authentically. Hopefully get round to implementing this soon.

You should be invincible right until the fairy leaves the screen, not sure what is happening there. Will test and add to the list if needed.

Thanks for your comments, much appreciated. Glad you enjoy the port. It is a not quite 1:1 version of the original arcade game. There may be at least 1 more update in the future at some point.

Ok, this is the first time hearing of the game non starting on 030EC. Will look into the issue and see what's happening. Many thanks for the report.

Hi thanks for downloading!

The audio is pretty much taken from arcade source. Can only use 3 of the available 4 channels for music, the last channel reserved for sfx.

JMD had to squash multiple channels into 3, think he did a great job on the whole. The interludes especially sound very near arcade perfect.

No. No plans at all. It is available on Steam for Windows, however.

Great vid as always Saberman, much appreciated.

Thanks Ray, with some tweaks I hope to improve in the near future.

Am exploring this possibility, though I do recommend getting a controller with extra buttons, you will never go back ;)

Hi thanks for the comment. I will soon upload the exe files to Aminet for sure.

Thanks for reporting the issue vincentgr. I have not extensively tested on real machines, personally, but did just try on winuae with an a600 1 mb chip and 1 mb fast configuration and it ran just fine. Will need to test and investigate further.

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Hey there, thanks for your comment! No-one really mentioned this before but there was indeed some subtle changes to the font, though they are entirely based off the original arcade style. I believe I used the high score table font for the status bar, but changed the palette around. The zero, in particular, was made more circular and the four is a little more stylized. I felt these looked a better fit for the AMIGA version. Hope you enjoy the game :)

Well heyyy there m00513! Spinbrix, an underrated classic for sure haha! Hit me up in PM on English Amiga Board if you like, be good to catch up :)

Thanks for letting CFou know about the update, a new WHDLoader would be awesome.

The minimum required specs may need updating as recent optimizations have improved the speed by a fair chunk, though only made a few quick tests. It should now run on any 68000 cpu (with minor slowdowns in sprite heavy areas) provided you have at least 1MB chip and some extra slow or fast ram.

If anyone has a lower spec machine, please let me know how it runs for you!

Hi there. Yeah, it is not 1:1 to the arcade for a variety of reasons, hopefully doesn't affect gameplay much, if at all.

Neither! It is made using Erik Hogan's Scorpion Engine, hence the slightly higher recommended requirements.  It is possible to make a specific A500 25fps version but wouldn't be anywhere as smooth. It is under considerations for the future if there is enough demand, no promises though.

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Thanks Pascal!

Have left a message with CFou to confirm there is no specific 68020 instruction, the minimum requirements should have been more clear, for which I apologise to all.

Basically any AMIGA that has 1MB chip and 1MB of slow/fast/chip ram along with any cpu clocked to 14MHz or more should have no issues with this current build.

Not looked into a CD32 iso but will see what I can do for the next update. Thanks.

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Thank you for your kind comments! I have not personally tested on the mini but there is absolutely no reason it shouldn't work.

Good to know, thanks Niko!

Thank you for your comments! I'll try my best to answer some of these points, all fair comment.

1. Yes, I really do want to have a confirmation on quit, was hoping no-one would accidently ESC out the game before I added this feature in the next update! . It will be added soon for sure.

2. I certainly had not considered this as an idea but will take the comment on board.  More over, I would ideally like to set the starting level after unlocking it, so to speak, like a trainer of sorts. Again, not as simple to do in Scorpion as sounds. Will try and figure something out in the future as it is an incredibly long and testing platfomer.

3.  Trampolines and frogs have been the bane of my life on this project, honestly! The frogs are more less how I like them but not arcade perfect, in fact the entire port will always fall short of 1:1 but like many ports way back, there were always some compromises. Even the classic Rainbow Island took some liberties ;) Now the springs I have tried many times to refine but always ended up with what we have now, having to push up to push you in the air, which is not so bad when you get used to it. I shall revisit this for sure as it high on my list of things to refine, no promises!

4. I certainly can work out something here, including loading of assets specific to the level to save on chip ram. Running from HDD is certainly recommended for now but is nice it managed to "just" fit onto a single adf.

5. Some minor tweaks are indeed needed, this may not be too difficult to adjust. The game itself has some challenging moments, especially later levels.

Thanks Sabreman, the download has now been updated with correct startup. Thanks also for the awesome video!

Thanks for dropping by hayes, hope you have some fun with it! Will be adding a credit system eventually as its brutally tough!

Thank you for your nice comments, it is a long way off from perfection though!  There has been considerable work taking place to WB since alpha 0.3, including bug fixes. Once the amigamejam is over (approximately 3 weeks from now) I will update the demo to include options for 1 button controllers (up to jump). Apologies for not having this in from the start! Hope you will enjoy the latest version when it arrives.

I seen a quick mention of amigamejam in the latest issue  of RG. Hope either Cammy or Underground  Arcade get back in contact with you, would be nice to see a page or 2 article in a future magazine.

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Thanks amigalive!

There has been a number of changes to the code but in the spirit of amigamejam I will not update the files until the votes end.

Will need to look into the cliff edge issues, pretty sure I know why to and should be able to fix it no problem. Have also altered it so that any 1 button controller will work instead of a requirement for 2 buttons. The sound will get more attention when the game is nearing completion, apologies for the sketchy fx.

Appreciate you taking a look!

Thanks! A full version is planned and progress is going well.

Hi  and thank you for your comment. Indeed, due to not being created in pure asm, a lot more optimising is required. The engine does have some cpu overheads but is improving almost daily. Over time, aiming to get extra performance improvements for sure.

Nice vid Saberman, thanks again!

Thanks everyone, appreciate your kind words. If there is anything in particular you would like to see fixed or changed, let me know in the comments.

mcgeezer, sir lord of amiga ports!