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Old 12 April 2012, 19:44   #1
Graham Humphrey
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Downfall - new game released

(Yeah, it's been out for several days already and most of the people who are interested will already know but it still deserves an announcement here I think...)

On April 9th, 2012, the full version of Downfall was released into the wild.



Ever had one of those nightmares (or dreams, if you're that way inclined) that you're constantly falling? Well with Downfall, those dreams (nightmares?) become a reality. Sort of. It would have to be a very specific dream, in which you're a mouse and are trying to make sure you land on platforms that are constantly moving upwards FOREVER. Until you do something careless like die. By falling off the bottom to your doom, or being squished at the top.

Yes folks, that's all there is to it. In Downfall, eventually you will die, be it through incompetence or boredom. Your aim is to delay the inevitable for as long as possible by staying on the screen while the platforms scroll up the playfield. This means that should you be too slow, you'll disappear off the top of the screen and it's game over, but being too eager or otherwise making an embarrassing misjudgement means you will meet your end by dropping off the display.


The game can be downloaded from its dedicated website at http://downfall.mikendezign.com/

(System requirements: 1MB Chip RAM)

A dedicated AGA version is planned!

Remainder Software can be found on Facebook at http://www.facebook.com/RemainderSoftware so please come and Like us!

We're always looking for people to help us with future projects (programmers, artists and musicians), so do drop me a line if you're serious about helping us create new Amiga games.

Have fun!
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Old 12 April 2012, 19:51   #2
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(okay, once more):

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Old 12 April 2012, 20:29   #3
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Great! Thanks a lot...looks awesome.
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Old 12 April 2012, 21:26   #4
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Needless to say that the latest issue of Amiga Mania mentions it in the news section...
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Old 12 April 2012, 21:27   #5
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Awesome, thanks
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Old 12 April 2012, 22:15   #6
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Congratulations to Graham and all the Remainder Software Team on your first full release!
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Old 12 April 2012, 22:17   #7
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Someone posted movie on youtube: http://www.youtube.com/watch?v=E8ImCbNwEn8
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Old 12 April 2012, 22:26   #8
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I've added it to the HOL: http://hol.abime.net/5911

Send me your real names and I'll change the credits!
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Old 12 April 2012, 22:33   #9
Graham Humphrey
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Wow, awesome to see it in HOL, thanks!
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Old 12 April 2012, 23:42   #10
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Quote:
Originally Posted by CodyJarrett View Post
I've added it to the HOL: http://hol.abime.net/5911

Send me your real names and I'll change the credits!
Please, if possible, replace the team logo in HOL with this one (without the word PRESENTS):

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Old 12 April 2012, 23:59   #11
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Yes indeedy

The feel of the game with that music just smacks of late 80s, early 90s Amiga productions. Real old skool feel.

Cracking work Graham. Proud to be involved in some small way.
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Old 13 April 2012, 00:06   #12
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Quote:
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I've added it to the HOL: http://hol.abime.net/5911
...
Just so you know, there are 10 levels with unique tile graphics, so your going to have to put some effort in and get screenshots from all 10 levels!

Now i have 2 game credits
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Old 13 April 2012, 00:25   #13
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Great stuff Graham! Nice to see some active developers out there! All the best
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Old 13 April 2012, 14:52   #14
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nice work
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Old 13 April 2012, 15:44   #15
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Real question is: who is going to review it in the next AF issue?

Thanks a lot for this nice game!
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Old 13 April 2012, 19:29   #16
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Good question... I think they might object if I ask to review it

Thanks for the nice comments!

For anybody interested, the full source code is now available from the game's website.
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Old 13 April 2012, 23:30   #17
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what License have u released this game under Graham?
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Old 13 April 2012, 23:38   #18
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Just standard Public Domain/Freeware.
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Old 14 April 2012, 00:13   #19
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Nice one Guys trully well done
one thing you can say about Graham is he actually does what he says none of this I'm gonna do this and that then nothing
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Old 14 April 2012, 03:24   #20
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http://awesome.commodore.me/downfall...-software-9232
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Old 14 April 2012, 17:18   #21
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Thank you Christina and all other people who mention our work on their websites.
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Old 14 April 2012, 22:28   #22
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Do the levels change automatically in the game (e.g. with the tile type changes)? Is the game endless?
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Old 14 April 2012, 22:33   #23
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The game loops through ten levels, and after level ten goes back to level one. This happens forever until you die and/or get bored When the tile graphics change that signifies the level changing.

However, for each of the ten levels, there are three different map designs for each one. Each time you move from one level to the next, one of those three designs is chosen at random. So in total there are actually thirty different levels.
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Old 14 April 2012, 22:36   #24
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Ah, I see. I've added the "Endless game" Quickmatch to the entry.
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Old 15 April 2012, 09:54   #25
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Quote:
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Send me your real names and I'll change the credits!
Keep my name there as is, I am happy with that.
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Old 15 April 2012, 10:30   #26
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Congratulations to Graham, Predseda, Reynolds, wilshy and everybody else involved
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Old 15 April 2012, 18:06   #27
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Thanks very much
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Old 19 April 2012, 08:51   #28
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I found a small bug. In later level, where platforms are grey with "stalactites" and are very thin, if I collect "weight" power up and so I am heavy and fall quickly, It happens that I fall through the platforms! It is not annyoing, maybe it is rather feature than a bug.
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Old 19 April 2012, 09:07   #29
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Definitely down to the platforms being so thin I would have thought. Because you fall at a faster speed and the game only checks for the pixel below the player's feet when doing the collision detection it's inevitable that for thin platforms it doesn't really work... maybe we need slightly thicker platforms for that one.

In other news...

AGA version officially started! I will use the old diary thread to keep people posted on this though don't expect too much in the way of updates this time round as there's not much to actually update people on.

Also, clenched has discovered how to get the music working properly on 1.x systems, complete with the ability to turn it off, so I will be releasing a version 1.1 of the game at the same time as the AGA version. As a bonus, it's also a lot less sensitive when it comes to turning the music off too. So thanks to him for working that one out.
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Old 19 April 2012, 10:14   #30
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I would keep the thin platforms there, as "weight" should be power-down, not the power-up, with all its risks
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Old 24 April 2012, 13:04   #31
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Thumbs up

Quote:
Originally Posted by Graham Humphrey View Post
Wow, awesome to see it in HOL, thanks!
Yeah crazy:

Feels about the same like being a little-known director and finding your movie somewhere in-between Tarantino and Spielberg on IMDB!

Good work everyone!
And thanks for not "modernizing it by force".
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