There's an email on his reddit profile, might be worth a go: localthunk.contact@gmail.com
Arlasoft
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That's a shame, try and reach out to the developer rather than his over-zealous publisher if possible. The guy's made ten million plus from this game out of nowhere so I'm sure this is no threat to his livelihood or the publisher's profits.
I have permission to convert a couple of equally popular PC games, I just mailed the developers directly.
Suggestions for features that would make it something I could see using for a big project as a bit of a change from .asm. Just little things I've noticed from some brief noodling around with the tool.
- Charpad import (mainly charsets with colour attributes and screen layouts)
- Spritepad import
- Ability to select multiple items in a list using first item > hold shift > last item
- Right-click on cell in screen designer to clear cell with char 32
- Ability to see how much data the game resources will take up (my project would have 100 screens)
- Ability to delete items using delete key instead of right click menu
- Scaling below 100% (font is massive on my ultrawide screen)
- Character Tags using the upper 4 bits of char colour table (see Charpad Char Materials)
Hi, that's very kind - I do have a page at https://ko-fi.com/arlasoft, I believe you can use cards there without a paypal account.
Great info thanks, especially the bonus triggers, I couldn't find anything on the net about that. I did think it might be linked to completed ingredients but there also seems to be a delay between a piece landing and the bonus appearing which took me in the 'random' direction.
I'll implement these improvements in the coming days, thanks again!
Thanks! Yeah I haven't been able to work out how the arcade does it, it doesn't appear to be on a fixed timer, sometimes it can be 30 seconds or more and sometimes they appear within seconds of another one disappearing which suggests some randomness. I can easily increase the chance of them increasing though.
If you're on Windows everything needed should be in the Github repo. I've added some comments to the make.bat file which explains everything that's going on, and also the macro.c file so it can be compiled for mac/linux if required.
The instruction set is pretty good, all the usual stuff is there - if you can do F8 this is no problem!
Very cool. How flexible is the engine in terms of porting other GB titles?
Btw, if you fancied having it playable in the browser at the top of this page, this site has an .html export feature for C64 games:
https://lvllvl.com/c64
Thanks very much for the testing, I've re-written how the cursor sprite is placed, before it was being moved manually whenever an action happened (I was being lazy...) so it was possible for its screen position to get out sync with the selected cell. I now have a lookup table to re-position the cursor every frame based on the row/column of the selected cell.
I think the score glitch is because the score uses binary-coded decimals, when any component of the score calculation is more than 9 it's putting the total out of BCD range. Should be an easy fix.
C64 port is pretty much done, just need to tidy up the game over transition a bit and play around with the scoring. Will release the C64 .prg on Saturday morning when they tend to get more traction.
Password = orion.
https://arlagames.itch.io/hyper-harvest-c64