Thanks Saberman - you are always so quick!
Havsoft
Creator of
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I will tey and find time to look at your video and maybe yours is the game to get me in to strategy. Never played any of the Civ games or Colonisation
But I can clearly see the quality of your game and the time and attention you put into it.
I think it ia good to show thoae assembler snobs that BB2 can do stuff too. ;). Your game certainly does that.
Stay motivated and get it done as I see thicoming in a glossy box which I certainly would get fomy collection.
You are true BBC connoisseur! Nobody else would know that i added on some extra levels for variety!. Moon level ia delibrately different to break up the rhyyhm of play. Difficulty is so hard to judge and I didnt want to make the game too hard. I have completed all levels in testing! And you have the added strategy of trying to build uo your stops (not in the original) through good, courageous and lucky play. Thanks for your kind words.
This is a really intriguing game and presentation is top notch - very well done on that. It has obviously been lovingly crafted and is pretty playable (although I will admit to not knowing what I was doing). Maybe some context sensitive help would b useful for the likes of me. This has the potential to be a classic Amiga game.
Managed to find all the bugs (hopefully) and re uploaded before the competition window slammed shut.
Flickering left over bits were due to double buffering and unbuffering! When you finish a level, I only unbuffered one screen and the other would unbuffer the bits stored in the buffer back on to the new screen -doh!
Sound issue was purely down to a miss =.
Also, discovered that if you died on the moon and lost your last take, then the gravity was not reset back to normal when the game restarted.
If you play and find any more bugs, please post here.
Thanks. How did you do the background parallax? Is it made from sprites as I am guessing that you are not using dual playfield mode?My effort used two 16 colour playfields and if I were to go further I would use sprites for one of the characters which would all 16 colours per character (one sharing with the foreground) and 16 colours for the background.