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BitGlint Games

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A member registered Sep 20, 2020 · View creator page →

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Haha, you're not the first person to say that. It's getting a bit weird. :o)

Melkhior's is a finished project now, so I can't see me finding the time to make any more changes. The game it's inspired by, Atic Atac, is a frantic run around exploratory game, rather than slow and steady puzzler, so removing the frantic nature of the enemies would take away from the essence of the game. I appreciate it's not everyone's cup of tea. One day I would love to do a sequel that's a bit slower paced and requires more thought to achieve the game's tasks.

Thanks, look out for the demo coming soon.

:o)

Thanks, demo coming soon.

Thanks

Thanks :o)

Not a remake no, but there is a healthy dollop of Movie inspiration in there.

Currently working on this...  Richard Jordan on X: "Adding some variation to the room decor. #gamedev #monogame #indiedev #pixelart #isometric https://t.co/1jAQ4wbWzA" / X

Well never say never, but sadly I think it's highly unlikely that the Next version will ever be released. :o/

Thanks! No Next version planned, sorry.

Thanks for the feedback, pleased to hear you've enjoyed the game. The lines flashing up really quickly was a bug which, if I remember correctly, is fixed now.

Thanks for the feedback, glad to hear you're enjoying the game. The "zx-spectrum" tag is used because the game is inspired by a Spectrum classic, and it also uses the Spectrum colour palette. :o)

The exe is an installer, the zip file just lets you unzip and run the exe. They are both the same version of the game.

Haha, thanks :o)

Wow! Best feedback ever, thanks so much. You totally get what I was trying to achieve with this game. I hope it lives up to your early expectations. Knowing the map is key to doing well. Good luck.

Haha! Cheeky! :o

Thanks

Keep going Bob, still following your amazing efforts :o)

Thanks, a lot of love certainly went into it. Knowing the map is key to being successful in the game. Good luck, I would love to see any maps you do create.

Thanks, glad to hear you like it. One day I'll have a tinker with other Linux versions, just got too much other stuff going on at the moment :o)

Sounds like good progress Bob.

Looks like you don't have the Visual C runtime files installed. Try this link to install them, then try KO99 again... https://aka.ms/vs/17/release/vc_redist.x86.exe

Thanks for the offer, that's very kind of you. The game doesn't currently support language selection but it's something I'll add if I go back to it at any point.

Interesting update Bob. Imagine if that 209 bug happened at random times in random rooms? That might well have finished you off! :o)

Yes PC Zone was a great magazine back then.

Yeh that was me in the article. Long time ago now! :o)

That's odd. Melkhior's uses a slightly earlier version of Monogame. It uses 3.8.0, whereas Undrium uses 3.8.1. Perhaps it's something to do with that. I'll look into it when I have some time.

Cool game ;o)

Stared coding it late 1998, so the code is just over 25 years old.

No sorry, not with this old thing, the code is too old and can be problematic on modern versions of Windows.

Haha, errrrr, don't get your hopes up on that one! ;o)

Possibly, I'll take a look at the Flathub documentation. I'd never heard of it until you mentioned it.

Loving it so far Bob. It's an amazing effort and also quite humbling to see someone putting so much time into squeezing our game onto the beloved (but limited!!) Spectrum. Slightly mad of course, but at least you're not attempting a ZX81 version :o)

Oh yeh of course, it'll be DirectX 11, I'd forgotten about the SharpDX files. Yeh it's a hard game to start with, but becoming familiar with the map makes things easier. There's also a hints and tip page at www.bitglint.co.uk/MelkhiorsMansion if you're getting stumped. Anyway, glad you've got it running ok now, I'll add that GL build to the download list. Have fun! :o)

That's odd, not a problem I've seen before. It's written using Monogame, I'm not sure which version of DX that targets, a quick search doesn't reveal much. There is no DX switch. I've just compiled an OpenGL version for Windows if you'd like to try it.  The link is http://www.bitglint.co.uk/temp/mmgl.zip

Thanks! :o)

Thanks! :o)

Thanks, glad you like it. I've got no plans to make any further changes to it though, sorry! :o

Just press the fire button to shoot a projectile at the monsters. The default key to fire is Z, or button A on a gamepad, but you can also redefine the keys. Press X to open chests, or button B. Again, this can be defined to a key of your choice.