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Old 14 August 2020, 22:35   #121
Predseda
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Managed it to the level 81 with this new version.

In 0.9 I barely got to 30...

Does Tiny Bobble contain secret doors? I don't think so.

Last edited by Predseda; 14 August 2020 at 23:56.
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Old 14 August 2020, 22:56   #122
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We allow time for it to be refined, at this stage it is easy to play, it makes testing it faster.
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Old 15 August 2020, 00:01   #123
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This is fantastic, what an amazing surprise! You kept that under your hat! Such a great time for amiga games, and there's great stuff in development too. I'd love to show my appreciation, please give us the option to donate!!

Edit: Tested on A1200, Apollo 060 64mb @80mhz. Couple of minor bugs that have been reported elsewhere. Top work!
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Old 15 August 2020, 03:54   #124
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Level 16: There seems to be an invisible pathway that enemies can go through...

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Old 15 August 2020, 04:10   #125
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one more thing I noticed, while player 1 was dying through his last life, I hit fire for player 2 to join in and while I got the "Thank you!" for P2 to enter, it went to the game-over screen.
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Old 15 August 2020, 05:56   #126
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"Extend" bugs sequence described while playing 2 player mode:

Player 1 gets extend:
bug: Extend bar animation cycles for "Player 2"
bug: Enemy sprites and bubbles next to "Player 2" extend bar disappear
bug: Extend animation cut-scene shows "Nice 2P"
ok: Extend animation shows green sprite (Player 1)
bug: Extend bar is not cleared up for "Player 1"
video: https://www.amigalive.com/downloads/...end-bug-p1.mp4

Player 2 gets extend:
ok: Extend bar animation cycles for "Player 2"
bug: Enemy sprites and bubbles next to "Player 2" extend bar disappear
ok: Extend animation cut-scene shows "Nice 2P"
bug: Extend animation shows green sprite (Player 1)
ok: Extend bar is cleared up for "Player 2"
video: https://www.amigalive.com/downloads/...end-bug-p2.mp4
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Old 15 August 2020, 06:14   #127
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Lightening bobble pop bug:

Normally when popping the lightening bubble, the lightening should travel the opposite of the player. This works as normal as long as you do not change directions before the lightening appears.

bug: the lightening will travel the opposite direction of the player as soon as the lightening appears and after the pop animation, this gives about 500ms for the player to change its direction.

technically it should read the player direction during the start of the bubble pop animation (not at the end of the pop animation)

Last edited by ztronzo; 15 August 2020 at 06:47.
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Old 15 August 2020, 06:17   #128
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"Hurry Up" ghosts do not kill "Player 2"

bug: When the right appearing ghost touch "Player 2", "Player 1" dies instead.
bug: When left appearing ghost touches "Player 2" nothing happens.

bug: When right appearing ghost touches "Player 1" nothing happens.

Last edited by ztronzo; 15 August 2020 at 06:37.
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Old 15 August 2020, 06:21   #129
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All these bugs are found on v0.92, I can check again once you have a new release ready.

I have to say you have done an awesome job!!!! Keep up the good work pink^abyss!!!
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Old 15 August 2020, 08:45   #130
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Quote:
Originally Posted by Minuous View Post
Eg. IBM programs are not likely to fail because someone used a 486 instead of a 386.
Really? Try playing Test Drive III on anything higher than a 286/8, processor-dependent games was common in the 80's and early 90's. There are numerous (more than 10) slowdown utilities. There are even slowdown utilities for 95/98/ME.
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Old 15 August 2020, 10:39   #131
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Water bubbles are too frequent and they dont self-explode after a while... when too many pile-up, they prevent players to shoot out new bubbles. I was able to count 24 water bubbles all piled up.

I am not sure of the arcade mechanic on this or if there was a limit, but I dont think I ever saw more than 10 special bubbles at once in the previous Amiga/C64 versions.

Last edited by ztronzo; 15 August 2020 at 11:14.
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Old 15 August 2020, 10:45   #132
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Powerups:
The shoe: Doesnt make much of an impact, would it add speed the more you get?

The chewing gum: It seems to add up without a limited range, although its cool to be able to snipe an enemy across the whole playfield, I dont think this was possible on the Amiga/C64 or the arcade versions.
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Old 15 August 2020, 11:09   #133
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One thing missing from the sfx is springy sound when bouncing off a bubble. Not sure if the arcade had it though as I mostly played the C64 and Amiga versions.
I confirmed that this was only on the Amiga version... but I admit I loved that sound.. made me want to jump on bubbles :-)
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Old 15 August 2020, 11:22   #134
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Quote:
Originally Posted by Minuous View Post
Apart from that there is no reason why a program can't run on whatever CPU etc. Eg. IBM programs are not likely to fail because someone used a 486 instead of a 386.
I really want to reply to this as I think an interesting discussion can be held on this topic. However, I feel it's far too far off-topic for discussion in this thread. With that in mind, I made a new thread about this very topic: http://eab.abime.net/showthread.php?t=103567

And gave my perspective/answer there
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Old 15 August 2020, 12:05   #135
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the hardest part was to make it run at 50Hz and the sfx rendering / sound. Now game mechanics isn't too difficult but that's endless testing unless you use the original source code

And even with the original source code it's not a piece of cake to extract the "functional" code from the rest (with drivers etc...)
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Old 15 August 2020, 12:10   #136
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Btw, the decruncher should be faster. How long is that? Feels like 2 minutes of depacking or so...
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Old 15 August 2020, 12:39   #137
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Bug: When each player loses a continue credit, their EXTEND letters do not get cleared up until the next level, thus any newly collected letter is lost on moving to the next level...
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Old 15 August 2020, 12:47   #138
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Thanks to ztronzo for his detailed bug reports (even video!) and also thanks to
all the other feedback. Version 0.93 on the way.
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Old 15 August 2020, 14:00   #139
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Quote:
Originally Posted by pink^abyss View Post
Thanks to ztronzo for his detailed bug reports (even video!) and also thanks to
all the other feedback. Version 0.93 on the way.

Amazing Arcade Port and great fun to play! Looking forward to version 0.93. Is there a pause function yet as we all need to eat/drink eventually? A 2-button option for jump to be mapped to the second button would be good! My kids love it and it's a great introduction to Bubble Bobble for the next generation!
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Old 15 August 2020, 14:08   #140
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Originally Posted by BigD View Post
Amazing Arcade Port and great fun to play! Looking forward to version 0.93. Is there a pause function yet as we all need to eat/drink eventually? A 2-button option for jump to be mapped to the second button would be good! My kids love it and it's a great introduction to Bubble Bobble for the next generation!

Thanks!
Regarding Pause and 2nd buttons: I have no experience on these topics (rarely needed for demos) . If anyone wants to share some code snippets then i will take a look at how complicated it is.. but nothing promised
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