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Old 01 November 2015, 11:26   #361
kamelito
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@Jotd
all your links are broken except WHDLOAD and MP3 ones.
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Old 01 November 2015, 12:25   #362
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Hi,

Has been fixed, thanks!
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Old 02 November 2015, 23:41   #363
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Thanks for the update! Just a small bug report: at the end of world 1 in the 4.A.M set, when you pull the lever, the secret platform on the left slides out from the wall and disappears, and repeats over and over again as long as you are standing near the lever.
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Old 08 November 2015, 22:54   #364
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Yeah, thanks I have fixed this. But I noticed a really annoying bug: no matter how perfect level 1 is completed, I can't reach the 80000+ score to open secret room in world 3. I can only reach 60000. Worked before. Damn...
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Old 09 November 2015, 16:00   #365
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I assume its not as simple as there being a typo in the trigger and the score demand is now too high :/
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Old 12 November 2015, 20:04   #366
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Ok, I don't want to know HOW to do it, but is it even possible to get in to the room above me, or is this not yet implemented in the Jotd levels? I don't want to spend even more time on it if it's not possible

Logically, it looks likely a teleporter gem to get in to the room and then the wall switch to raise the wall to exit would be my guess.

Seriously, no hints.

World 1, level 1
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Old 12 November 2015, 22:39   #367
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it's possible all right, all levels have been tested and all secrets can be reached. Sometimes it's a bit far fetched, but not here.
If you can't stand the frustration, solution is in the walkthrough of the new version package (0.8D).

Looks a lot like classical first level, but with a twist.

Hey, glad that people try my levels and wonder about secret stuff

@gimbal: no it's not that simple. I must have tampered too much with the scoring system and the values, but I'll correct that in the next version using Kroah editor to get proper values, and proper health/score ratio which is currently incorrect.

Last edited by jotd; 12 November 2015 at 22:42. Reason: removed spoilers! check walkthrough
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Old 12 November 2015, 23:02   #368
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Gods -Deluxe- beta released

@Jotd Ok, good to know. I'll stick at it, thanks
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Old 28 December 2016, 00:26   #369
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Hi all,

New v0.9 available. Lots of fixes & improvements, still at http://jotd.pagesperso-orange.fr/gods/index.html

Merry xmas all
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Old 28 December 2016, 01:17   #370
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thanks for the update
have a good time.
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Old 28 December 2016, 01:22   #371
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Quote:
Originally Posted by jotd View Post
Hi all,

New v0.9 available. Lots of fixes & improvements, still at http://jotd.pagesperso-orange.fr/gods/index.html

Merry xmas all
Excellent!

May we tempt you to resume work on CD32Load, though?
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Old 28 December 2016, 10:00   #372
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Thanks for the update!

One thing I have noticed is that the shopkeeper in the 4am mix seems to be coming from the right (in the wall) rather than the left? - see attached pic.

Q;
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Old 28 December 2016, 10:21   #373
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Ok, thanks, will fix.
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Old 28 December 2016, 15:20   #374
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Hi Jotd,

One other thing I notced - in the original game you could hold down+left/right to dismount from a ladder (fall) you may want to check that feature out and whether you implement it.

Also, if you run the 'Windowed No Intro Doubled' game batch, it seems to apply some sort of graphics filter even if you set the graphics to Original, not as much as Scale2x, but it is still noticable, I don't know if that was your intention or not.

Q;
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Old 28 December 2016, 20:37   #375
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I just tried this remake. I was using the keyboard and found a small problem. I could not turn sideways in the top of ladders to throw knives like in the original DOS or Amiga version. I had to jump off the ladder.
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Old 14 May 2017, 19:07   #376
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This is programmed in Java? Did you use any extra libraries or anything?
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Old 14 May 2017, 20:20   #377
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This is programmed in Java? Did you use any extra libraries or anything?
Having seen the code: not really (for music basically), but if you'd do a game in Java today, do use LibGDX.
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Old 14 May 2017, 22:44   #378
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This is written in Java, without any extra libs. I have used a MP3 player and a MOD player I found (a long time ago). This is 2007 technology now... I wish I had written it in C++/SDL, so I could have ported it on Nintendo DS... no time for a rewrite now
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