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Old 17 August 2020, 17:19   #301
mrupp
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Quote:
Originally Posted by pink^abyss View Post
  • Extend was show on wrong side when only player 2 was available
  • When player rejoins the hiscore panel is corrupted for current level
I can confirm that these are indeed fixed. THANKS!
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Old 17 August 2020, 18:07   #302
mrupp
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One more thing I noticed: Since 0.943 the game doesn't seem to like my A4000/060 any more. I dug out the older versions and found out the following:

- 0.93 --> runs perfectly fine, no crash when quitting
- 0.94 --> runs but no sound (as known and fixed), but freeze after quitting
- 0.943 --> black screen
- 0.95 --> black screen

Always I run the game from floppy disk.
Has anyone a similar config to confirm this?

Last edited by mrupp; 17 August 2020 at 18:18.
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Old 17 August 2020, 18:36   #303
ztronzo
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I havnt tried 0.95 yet with 2 players. will try later during the day.

just to give you a visual preview of what I meant in post #249

v0.943 unfair spawn kill on player 2:

v0.943 boss cannot kill 2 players at once

(my mistake, I wrote "more than 2 players" instead of "both 2 players" earlier)

Last edited by ztronzo; 17 August 2020 at 19:53.
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Old 17 August 2020, 18:37   #304
DamienD
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Must say, I'm now a master of this game... not surprising after 4 play throughs

I take save states every 10 levels; and from level 90 I take one at 95 and then one again at 99

Just beat the game again using 0.95 and no issues

Even picked up an E X T E N D on level 99, and no black screen afterwards.

With the boss fight though, I noticed the lightning bolt bottles never reappear:



...but if you die you keep the lightning bolts.
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Old 17 August 2020, 18:43   #305
vulture
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Awesome conversion pink!
I'd too like the end boss to be more difficult tbh, but this is just brilliant!
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Old 17 August 2020, 19:12   #306
ztronzo
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I played the arcade again on MAME to compare the mechanics and also took snapshots every 20 levels, and more frequent during the ending levels above 70.
I noticed the arcade version has slow-downs which Pink's version (playing on an emulated A1200) doesnt have. I actually enjoy playing Pink's Amiga version more!!!

Last edited by ztronzo; 17 August 2020 at 19:19.
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Old 17 August 2020, 19:35   #307
mrupp
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Quote:
Originally Posted by ztronzo View Post
I actually enjoy playing Pink's Amiga version more!!!
Same here, especially the controls are more precise and less "wabbly" with this new Amiga version compared to the arcade version. GREAT JOB!

Question: Will there be unlimited credits in the final version as well or is this just for beta testing?
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Old 17 August 2020, 19:51   #308
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One more (minor) suggestion: Now that we have a keyboard routine built into the game, could the game be quit with ESC instead of pressing both mouse buttons? I would find ESC more intuitive. Maybe ESC during game quits to main screen, ESC in main screen quits the program.
Especially if there might be 2nd firebutton support one day, if player 2 jumps and fires at once, he would quit the game, wouldn't he?
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Old 17 August 2020, 21:00   #309
Zarnal
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Quote:
Originally Posted by Foul View Post
0.95 bugs :

- Missing second bonus on many level
- Shooting and bursting bubbles on a wall give 1010pts instead of 10
- Taking pink and blue candies and you can shoot from either side of the level



- Shooting many enemies encapsuled gives you the same bonus instead of many fruits bonus with differents pts value , 500pts, 1000pts, 2000pts ..etc..

Yes, very few bonus items during the game. For example, after many tests this WE, only one umbrella and one potion.



There is a reason for this ?
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Old 17 August 2020, 21:11   #310
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Quote:
Originally Posted by Zarnal View Post
Yes, very few bonus items during the game. For example, after many tests this WE, only one umbrella and one potion.
In my 4 x play throughs I had:

... 3 x different umbrellas.
... 3 x different potions.
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Old 17 August 2020, 21:39   #311
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Have to say I'm a bit late to the party on this... but have just played it to level 33 with the missus and we both LOVE IT!

This is wonderfully done, and completely head and shoulders way better than the 'original' Amiga version.

Oh, we played it on my A1200, 8Mb Ram expansion and FPU. It is so slick and just has way more depth.
Thank you for releasing this.
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Old 17 August 2020, 22:57   #312
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There seems to be a bug following getting to level 100. In a 2-player game I was killed by the boss and once restarted at level 1 the projectiles that the boss killed me with remain static on each level screen kind of burnt into the background! Also, on level 100 when I collected the lightning bottle not all of my bubbles had lightning in them in fact I only saw one that did! Then I died and none of them had lightning and once the two lightning bottles were collected I couldn't see how to re-engage the lightning bubble ability!

Edit: I see that version 0.95 might address the lightning bottle problem. I wonder if the boss projectile 'burn in' problem will have righted itself too? Thanks for the bug fixes:

In Endpart rogue tiles are displayed
In Bossfight you can loose lightning bubbles
Extend was show on wrong side when only player 2 was available
When player rejoins the hiscore panel is corrupted for current level

Last edited by BigD; 18 August 2020 at 11:25.
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Old 18 August 2020, 03:04   #313
TjLaZer
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Quote:
Originally Posted by mrupp View Post
One more thing I noticed: Since 0.943 the game doesn't seem to like my A4000/060 any more. I dug out the older versions and found out the following:

- 0.93 --> runs perfectly fine, no crash when quitting
- 0.94 --> runs but no sound (as known and fixed), but freeze after quitting
- 0.943 --> black screen
- 0.95 --> black screen

Always I run the game from floppy disk.
Has anyone a similar config to confirm this?
Just tested it on my A4000/060 and it ran perfectly fine. Had to force PAL mode though since mine is NTSC. Disabled caches in SS menu too.

Also runs perfect on my A1200 Vampre 2 and A3000/030 WB 2.1
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Old 18 August 2020, 05:03   #314
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It would be great with a menu to choose music, sfx level.
I would like to have sfx level little higher.

Amazing work Thanks.
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Old 18 August 2020, 05:13   #315
turrican3
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Quote:
Originally Posted by jotd View Post
I really prefer that up is disabled when second button is enabled.
More than ok with you.
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Old 18 August 2020, 08:21   #316
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I find this game awesome and pretty much complete and true to its original.
I do still find some strangeness, though.

1. Should it be possible to despawn a "Hurry up!!"-ghost with a waterslide? It did occur here, and I don't know if it was in the original?
2. Is it normal behavior that bobbles can exit the top opening of the screen and re-enter at the bottom regardless of a opening or not? (level 21)
3. Enemy is still able to jump inside the wall to the left on level 33. You can replicate this by running behind/following the rightmost enemy at the beginning of the level. This forces it to jump before reaching the edge.
4. The enemy bullets still move when everything else is getting paused when the "Hurry up!!" message appears.

These "bugs" are not game breaking. Nor do they crash the game. So I won't be bothered if you fix them or not.

The game is great as is! I think you are brave to recreate one of the most classic games in history. A game that many of us have fond memories of. I think you nailed it, and made one of the best conversions ever.
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Old 18 August 2020, 08:40   #317
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Anyone willing to test/play v0.95 in co-op mode with me?
Give me a whistle or a private message.. I can guide you through seting up netplay through an emulated Amiga.
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Old 18 August 2020, 08:55   #318
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gave this a try in the weekend and was really impressed - great work!
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Old 18 August 2020, 09:44   #319
Cool_amigaN
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Quote:
Originally Posted by mrupp View Post
One more (minor) suggestion: Now that we have a keyboard routine built into the game, could the game be quit with ESC instead of pressing both mouse buttons? I would find ESC more intuitive. Maybe ESC during game quits to main screen, ESC in main screen quits the program.
Especially if there might be 2nd firebutton support one day, if player 2 jumps and fires at once, he would quit the game, wouldn't he?
I second that since LMB+RMB is also used from some commodities to switch screens which override the exit routine of the game (basically the is no way to exit and have to close completely the emulation on MorphOS).
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Old 18 August 2020, 10:27   #320
Dradd
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Quote:
Originally Posted by nikosidis View Post
It would be great with a menu to choose music, sfx level.
I would like to have sfx level little higher.

Amazing work Thanks.
Yes, this would be good, sometimes it's nice not to have the music running, so an option to turn it off, or lower it would be nice.
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