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Badgerpunch Games

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A member registered Nov 23, 2019 · View creator page →

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Há um jogo chamado Rogue para o C64 da Mastertronic. Rogue começou um gênero de jogo chamado roguelikes, e Rogue64 é um desses roguelikes. Espero que uma boa tradução funcione! 😁

Hi there. There might be a copy floating around the internet, but we removed it from here since the demo no longer is representative of what the game has to offer. 😊

Thank you! 😊

There will be a digital release of the game right here when the physical pre-orders have started shipping. 😊

Thank you! You can contact Ricki as Zendar on your discord. 😊

Pre-orders are estimated to be available from July 1st.

Thank you 🙂

Hi there. You are not going crazy. The download was removed because we are pretty close to release now, and the game has evolved quite a bit since that download was made available. Sorry about that. We will be fixing the text to reflect the changes.😊

Pre-orders are just around the corner, so pretty soon.🙂

Thank you! 😊

Thank you! We are planning on releasing the game very soon. Pre-orders for the physical version will be out within the summer. 😊

Hi there. Yes! There is progress. Sorry for the radio silence. The game is just about done, and we will be opening pre-orders as soon as possible.😊

Thank you! It would definitely be a challenge to get this version of the game on a C64. If you like the game, then you might want to try Rogue64, which we made for the C64. 🙂

Thanks! The chickens are are pretty scary little things. 😁 Nice to know it works on retroarch with uae4all!

Hi there. Tiled2Unity is a great tool! It saves us massive amounts of time converting our game from Amiga to Unity!😊

We are using the latest versjon of ST2U (2.1.1), and I was wondering how to change the Sprite Sort Point of objects in an object layer. I looks like the objects all get Center as the Sprite Sort Point when exported, but since we are making an isometric game, it would be nice to be able to change the Sprite Sort Point to Pivot. Is that possible in any settings, or would I need to make a custom importer? :)

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Hi there! Thanks for playing our game! This work in progress does not have the option to quit. When we release the game we will make a WHDLoad version with an option to quit to Workbench. :)

Hi! Sorry for the late reply. I normally run the game on an emulated a1200 with KS3.0. But it should work fine on an a500+ also. It runs ok on an a500 with KS1.3. What KS are you running?

Thank you! A nice summary of upcoming games! 😊

Yes it should work on the Miyoo mini Plus. It works fine on my Miyoo mini regular 😊

Hi there. This game works fine in a500 mode too, with extra 512kb RAM. But since it is a work in progress demo of the game it is not fully optimized, so asset-generation between rooms might feel a little slow. That will get better at release. But if you choose to play in a1200 mode, then the room-switching is quicker, and gives a better playing experience. That is the only difference. There are no AGA gfx in Roguecraft :)

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Sorry, no WHDLoad at the moment. Will most probably make one available when we release the final game. 🙂

Hi there, 

I am afraid this demo needs PAL mode to work. When we get closer to release we will see if we can get it working on NTSC too, but that has not been a priority yet.

Thank you! We do not have any plans for a Mega65 version at present I am afraid. We do love the Mega65 though 😊

Thank you!

Thanks for the guru report. #3 is normally an address error. It is a pretty tight fit on the a500 with 1mb atm, but should work ok. Let us know if it happens again. 🙂

Thanks! We listened to the great feedback we have been given from the Amigamjam version. 😊

Thank you for the lovely video of the updated version! 😊

Thank you!

We will be looking at a WHDLOAD version for release of the game.

Thank you, and Thanks for the nice play through! Subtitles worked ok. 🙂 We will soon be updating the game with instructions and a few bug fixes.

Such a lovely, polished game with great playability!

Nice shootem'up. Beautiful backgrounds. Lots of potential! It deserves to be completed!  😊

Hi again,

I just tried it out on my a500 mini, and it would only work when I selected the game, then pressed Menu for properties, and chose a1200. And then press Home to start the game. Then it works fine on the mini.  Let me know if that works for you. 😊

Hi,

This game will run on WinUAE (if you are on Windows), or FS-UAE for Windows and OSX. It works best in Amiga1200 emulation mode, but should work in most emulation modes.

Hi there,


If you have the latest firmware update for the a500 mini, you will be able to load the adf file from an usb stick.

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You need to download "rogue64_v1.03.zip", which contains a rogue64.crt file. This you can drag&drop into Vice.  Let me know how that goes 😊

Thank you for the feedback!

Actually we have already implemented a realtime-mode when the room is empty, to make backtracking less tedious.  Spikes are already animated. We were not able to get that in the current amigamejam build, but it will be available when the voting is closed 🙂

Thanks to everyone who is playing Roguecraft and leaving lovely comments and ratings! It is heart-warning to see so much love for this game, even though it is a WIP. 💗

There are quite a few people who have made videos about Roguecraft. I think Saberman was the first one out. Here is a link to his lovely video of the game:

Thank you! That is a lovely story! 😊

Thank you! And thank you for your feedback. You are right! That is a bug. I have already fixed it, but we are not allowed to upload new versions while the voting is ongoing for the AmiGameJam.

We will upload the fix as soon as we are able to.🙂

This game is about as frustrating as they come! In a funny, want-to-play-more-to-bloody-beat-it kind of way. I almost got to the top, and almost smashed my joystick. 😀

Thanks for playing the game! I am afraid I have not run it on NTSC yet, but we will try to get it working properly on NTSC. The screen is set to 320x240 to make sure everything will display, but we haven't had time to look at NTSC yet.