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Old 15 August 2012, 22:10   #21
phx
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I might come back to your offer for the next project.
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Old 16 August 2012, 14:09   #22
Amiga1992
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Please do! You can send me a message here or to my email
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Old 16 August 2012, 17:26   #23
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Excellent cant wait to try it
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Old 04 September 2012, 08:05   #24
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We’ve been at Demodays 2012 and released Sqrxz for Amiga OCS. Yes, for the good old original Amiga’s and on good old floppy disks. The game has been tested on Amiga 500 but also works without problems on AGA Amiga’s such the Amiga 1200.
http://www.sqrxz.de/
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Old 04 September 2012, 11:57   #25
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Niiiiiiiiiiiiiiiiiiiiiiice will test this today!!
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Old 09 September 2012, 13:01   #26
Cammy
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Thank you so much for porting this to classic Amigas, phx! Of course I have already played and loved it on Aros, but it is so much more special to play it on a real Amiga 500. It feels so perfectly suited to the hardware, and I can't find a fault in it at all. It runs like a dream on the A500, A1200 and CD32 (with a floppy drive attached). I only wish it had an option for a jump button! It would really help out for people who are using control pads or arcade-style joysticks. Thankfully it's easier to play with my Quickshot Python than the control pad.

I had the game running on the A500 while I was coding on my A1200, I had been playing the game during my breaks. Then my friend Tara and her husband Ali arrived and Ali couldn't resist, he asked if he could have a go and admitted he was getting bored with the latest GTA game. He soon became addicted to Sqrxz on the Amiga and just had to keep trying one more time to get past that level.

I really hope you'll continue your work, it makes me so happy when new Amiga games come out. I was wondering if you were going to announce the release on any other Amiga forums? I think you'll get more feedback once word spreads about this awesome new release.

Thank you again, Amiga Sqrxz rules!
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Old 09 September 2012, 14:24   #27
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I second the request for an option to use fire button as jump! I always hated pressing up to jump in platformers...
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Old 10 September 2012, 17:07   #28
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That's indeed a very nice game! I have made a WHDLoad patch for it which should be available on the WHDLoad site shortly. The WHDLoad version offers some trainers to make it easier for the casual gamer. You may also find all passwords in the readme, sorry phx, I couldn't resist the temptation.
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Old 10 September 2012, 18:08   #29
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Quote:
Originally Posted by Cammy View Post
is so much more special to play it on a real Amiga 500. It feels so perfectly suited to the hardware, and I can't find a fault in it at all.
Thanks.
Indeed I fixed one or two bugs from the Windows/NG-Amiga release version, and made some improvements (you don't have to wait after dying).

Quote:
I only wish it had an option for a jump button! It would really help out for people who are using control pads or arcade-style joysticks.
That's a matter of personal taste. I hate pads, because you will always slip from the button or hit the wrong one. I have much better control with a real retro joystick, like the Competition Pro.
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Old 10 September 2012, 18:10   #30
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You may also find all passwords in the readme, sorry phx, I couldn't resist the temptation.
Grrr! And I even tried to use a light encryption, and moved the passwords away from the texts in the code.
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Old 10 September 2012, 18:11   #31
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That's a matter of personal taste. I hate pads, because you will always slip from the button or hit the wrong one. I have much better control with a real retro joystick, like the Competition Pro.
Couldn't agree more, it's the same for me. Excellent game, lots of fun!

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Grrr! And I even tried to use a light encryption, and moved the passwords away from the texts in the code.
Yes and you tried to hide any direct access to the passwords.
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Old 10 September 2012, 19:54   #32
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Great game and port! I also have to say the button thing is a little quirky, took a little getting used to when I would press the button and the darn menu popped up! Aaargh. Maybe offer the jump with button as an option along with pressing up? Also use ESC as the menu button. Seems unnatural as it is.
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Old 10 September 2012, 20:02   #33
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Is the ADF version released? I can't find a download on sqrxz.de, retroguru.com or on your homepage, phx.
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Old 10 September 2012, 20:18   #34
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It is. The game can be downloaded here.
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Old 10 September 2012, 20:18   #35
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It's here http://pouet.net/prod.php?which=59951
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Old 10 September 2012, 23:35   #36
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Thanks got it, it's a bit addictive and very difficult, the music is pretty good too. Really nice job porting it all and writing a whole new PT replayer in so short time
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Old 11 September 2012, 00:47   #37
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A classic trackloader will decrunch the game into memory while loading. But I still have the option to release it as a single file for hard disk installation (works on all Amigas, also from a 060+RTG workbench).
All that effort to work on all 68k+RTG and then it's tied to a stinking floppy . Retro is kool, except floppies on an Amiga with a hard drive that transfers 30MB/s. The HD installable version would be much appreciated .
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Old 11 September 2012, 01:16   #38
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Quote:
Originally Posted by phx View Post
That's a matter of personal taste. I hate pads, because you will always slip from the button or hit the wrong one. I have much better control with a real retro joystick, like the Competition Pro.
This was one of the biggest problems with Amiga games back in the day. The programmer had a personal preference for a certain type of controller and forced it on everyone who wanted to play the game rather than giving them a choice. A lot of people use control pads with their Amigas and it's very annoying to be running and accidentally press up, or to intend on jumping while running but the jump isn't executed properly and results in losing a life thanks to poor controls.

It's a real shame you don't want to fix this, it's not just the few people in this thread who are complaining about the lack of a jump button option, it's letting the game down for many others around the world too.
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Old 11 September 2012, 01:43   #39
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Well it's a decision of the programmer anyway. Having the option would be cool, so people could switch it (like in most newer Amiga games).

What I really think is a bit of a problem, is the main character being so far ahead on the screen you cannot really see what is coming towards you. I know it was kind of like this in the original, but somehow it feels more accentuated in this version. Is that possible?
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Old 11 September 2012, 07:40   #40
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Quote:
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All that effort to work on all 68k+RTG and then it's tied to a stinking floppy . Retro is kool, except floppies on an Amiga with a hard drive that transfers 30MB/s. The HD installable version would be much appreciated .
Well, since it is supposed to be a "retro release" I can understand the decision to use a trackloader. The WHDLoad version fixes this "problem" anyway.


Quote:
Originally Posted by Rebel-CD32 View Post
It's a real shame you don't want to fix this, it's not just the few people in this thread who are complaining about the lack of a jump button option, it's letting the game down for many others around the world too.
If I would be the coder I wouldn't feel motivated to spend any time on "fixing" this after reading such comments. It really reads like "do what I want or else...". Not exactly nice especially considered that you don't have to pay a dime for the game!

I think the game is really nice and I for one don't need a jump button at all. But I will add an option to use the 2nd button in my WHDLoad patch.
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