17 June 2022, 23:52 | #261 |
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@TCD
Only now I realized that the original PDFs might not be suitable for the HOL entry, so I have removed them from the server. While at it, I removed also the screenshots - but you can find them attached here Last edited by saimo; 18 June 2022 at 12:29. |
18 June 2022, 06:37 | #262 |
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Okay, I've added the screenshots. What was the problem with the PDFs?
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18 June 2022, 12:30 | #263 |
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18 June 2022, 12:39 | #264 |
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That would be okay. We also have those for other games when the main form was digital. Of course it's your call if you would rather provide scans.
I'll add them now. |
18 June 2022, 16:06 | #265 | |||
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Quote:
I have re-uploaded them: manual strategy guide Quote:
Just an observation: maybe it would be better to remove the bullet points and separate the various notes, as done with the first two notes and in the other games in general? I mean -> Quote:
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18 June 2022, 16:22 | #266 |
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Added the manuals and updated the notes.
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18 June 2022, 23:31 | #267 |
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06 January 2024, 16:34 | #268 |
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Just released SkillGrid v1.4.
This update originally was meant to just improve the startup code, but testing the game inspired new ideas and also uncovered some flaws never seen before, so it ended up being quite substantial and brings SkillGrid to yet another level. https://retream.itch.io/skillgrid Longplay video showing me setting a new personal record (when playing with the keyboard, that is - this game is meant to be played with a joystick!) - and putting an end to the effort with a beginner mistake: [ Show youtube player ] Changelog v1.4 (6.1.2024) 1. Added cells field flashing when these cells (are about to) appear: * ASTEROIDS cell (bright colors); * BEAM/* cells, if their exit from the bottom of the screen would reduce the number of beams shot by the spaceship (bright colors); * MOTHERSHIP, MUSIC MODE, SKULL (same colors of the cells field when the associated boss/mode is active). 2. Made the spaceship flash red when its shield is low. 3. Made the spaceship glow red for half a second when its shield gets damaged. 4. Made the middle layer appear progressively at the beginning of a game. 5. Made the cells layer populate with empty cells progressively. 6. Changed a few pixels of the title screen spaceship icon and of the Skull. 7. Improved the handling of audio channels. 8. Made sure no sprite tearing occurs when switching between screens. 9. Made sure that the system MMU setup does not interfere. 10. Fixed crash when a tune was started while another tune was playing (e.g. when the MUSIC MODE cell was caught while missiles were active). 11. Fixed the stopping of the music mode music (it inhibited the restart of the spaceship afterburner sound). 12. Fixed the X position of specifically-requested cells (it was equal to the type of the cell removed at the same time). 13. Fixed the lengths of some sounds samples (they were odd). 14. Made various speed and memory optimizations. 15. Made the startup and cleanup code more robust. 16. Worked on the cells: * improved the handling of the TURN cell (now it is randomized and it ensures that the speeds of the UFOs will always change); * increased the frequency of the MUSIC MODE cells; * decoupled the randomization of the cells types and positions; * created the BOSSES (virtual) class of cells, grouping the BOLTSPITTER and SKULL cells (previously MALUSES) and the MOTHERSHIP cell (previously UNDEFINED) into it; * made the template of the BOLTSPITTER and SKULL cells striped; * made the template of the TURN cell fringed; * made the template of the BEAM/DOUBLE cell equal to that of the other BEAM/* cells. 17. Worked on the audio channels allocation priorities of the sound effects: * given the Boltspitter bolt shooting and the hitting of the spaceship by the Mothership beam priority over the milestone notification; * assigned the speech warnings specific priorities (from lowest to highest: "charge low", "shield low", "approaching asteroids", "escapes critical", "danger", "time running out"). 18. Updated/improved the documentation. 19. Updated the artwork to reflect the new cells graphics. Last edited by saimo; 06 January 2024 at 20:40. |
06 January 2024, 17:45 | #269 |
Puttymoon inhabitant
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At least you were killed by a boss. I am not able to survive in the game more than several minutes.
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06 January 2024, 20:18 | #270 | |
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@ saimo
better & better! thanks for another update Quote:
I had the same experience when I first started playing so you're not alone Check out the strategy guide (below & also in pdf format when you download the game) as it's got alot of helpful tips to help you reach your highest score DO's Catch as many bonuses (cyan cells) as possible. Among the bonuses, give priority to cells according to the situation: * time is expiring -> TIME cell; * missiles are active -> MISSILES OFF (or at least NUKE) cell; * shield level is low -> REPAIR cell; * spaceship is slow -> ACCELERATION cells (giving priority to the HORIZONTAL ones); * many enemies are active / UFOs escapes limit is low -> LESS ENEMIES and NUKE cells; * UFOs are fast -> UFOS/SLOW cell; * rate of shooting is slow -> RATE/UP cell; * weapon charge is low -> RECHARGE cell; * weapon shoots less than 5 beams -> the best cell among the BEAM/* cells; * Boltspitter is active -> NUKE cell. (If more than one condition applies, generally priority is as per the order of the points above.) Regarding TIME cells, if time is not expiring: * catch them whenever possible; * if asteroids are about to appear, catch them as soon as possible; * if asteroids are not about to appear, catch them as late as possible; * if there are multiple TIME cells and it is impossible to catch them all, catch the topmost one. If there are multiple BEAM/* cells and it is impossible to catch them all, catch the best one. Catch these cells as soon as possible: * BOOST cell, if time is expiring, scrolling is slow and no TIME cell is visible; * SWAP cells, if controls are inverted; * ASTEROIDS, MULTIPLIER, MUSIC MODE and POINTS BONUS cells. Catch the BOLTSPITTER or the SKULL cells if the beams are at least 3, the rate of shooting is good and the scrolling is not fast. Catch the MOTHERSHIP cell if the beams are at least 3, the rate of shooting is good and either: * there is enough time, the shield level is good and you feel confident, or * the time and shield level are not too bad, asteroids are about to appear and you feel like risking. In music mode, catch as many cells as possible, but always choose strategically and keep in mind their alternative effects. Shoot single shots or in short bursts, aiming carefully. Keep the spaceship close (but not too much) to the bottom of the screen and far from the other sides of the screen as much as possible. Avoid collisions as much as possible, especially if the shield level is low and/ or the points bonus is active and/or the multiplier is greater than ×1. Destroy as many UFOs as possible, especially if the escapes limit is low. If it is possible to destroy the UFOs directly, shoot them instead of catching the NUKE cell. To face the asteroids: * stay as far as possible from the side of the screen they appear from; * stay as close as possible to the bottom of the screen. To face the Boltspitter, wait for its bolt to be distant enough, move in front of it, shoot and move away as soon as it shoots another bolt or it starts moving closer. To face the Mothership, stay horizontally aligned to one of its sides and shoot continuously as long as you manage to preserve the alignment; also, avoid passing in front of it. To face the Skull, align horizontally to its center as much as possible and shoot continuously as long as you manage to preserve the alignment. When the cells field flashes, locate immediately the cell that caused the flashing (especially if it is an ASTEROIDS or BEAMS/* one). -------------------------------------------------------------------------------- DON'Ts Don't catch the maluses (yellow cells). Don't catch any cell when the asteroids, the Mothership or the Skull are active. Don't catch the SWAP cells if controls are normal already. Don't catch the BOOST cell if scrolling is not extremely slow. Don't catch the BRAKE cell if scrolling is already slow, especially if time is expiring and no TIME cell is visible. Don't catch cells when they are not clearly visible yet. Don't try to catch cells with negative effects just before the music mode ends. Don't let these cells escape, otherwise negative effects will happen: * ASTEROIDS cell; * BEAM/* cells, when they give a number of beams equal to or greater than the current one. Don't shoot without aiming / continuously. Don't let too many UFOs escape. Don't despair when the situation seems impossible: often even the worst situation can be reversed. -------------------------------------------------------------------------------- rev. 20240104 www.retream.com/SkillGrid contact@retream.com (c) 2019 RETREAM |
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06 January 2024, 20:59 | #271 | |
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For the record, actually by a brainfart: I *decided* to catch the MULTIPLIER (X2) cell after catching the SKULL one, happily ignoring that catching any cell, when the Skull is active, automatically means game over
Quote:
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06 January 2024, 21:04 | #272 | |
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Thanks!
By the way, I just re-uploaded the files as I noticed from my post above that the history (which is included) had two ':' in place of ';'. (Such silly mistake burns much more than the stupid game over in the video.) Quote:
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