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Old 27 October 2019, 01:12   #41
DamienD
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Looking very good indeed Alpha One
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Old 28 October 2019, 18:46   #42
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It looks very good, go ahead!
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Old 29 October 2019, 00:35   #43
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Quote:
Originally Posted by Alpha One View Post
Moin,
quick update video, added music, some torchs and some more enemy objects.

[ Show youtube player ]
it seems cool
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Old 08 November 2019, 21:46   #44
Alpha One
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I have created a little demo version containing 9 levels.

https://www.file-upload.net/download...eview.adf.html
(also in the Zone)

The game runs on Standard A500 512 KB but utilizes more RAM for less trackloading.
Please, for those who give a test, write your impression and suggestions what can be improved. At the moment I am stuck with level designing and waiting for new graphics. :-(

Greets & have nice weekend !!!
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Old 09 November 2019, 06:05   #45
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Played it a bit. Looks really good and i like the graphic style. Modern but not too shiny. Music and SFX are good too, controls are smooth as expected. Pretty good H.E.R.O. clone so far.
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Old 09 November 2019, 10:55   #46
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Looks good, but there was no sound at all on my A1200 (details in sig) when playing from floppy, tried to disable CPU caches and change chipset in boot menu (triggered by mouse buttons) but didn't help.

I used the latest preview release ADF linked previously (two posts ago).
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Old 09 November 2019, 11:11   #47
Alpha One
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Ah okay, i didn't do any playtests on my real Amigas yet, will do this tonight, thanks for the info.

Quote:
Originally Posted by modrobert View Post
Looks good, but there was no sound at all on my A1200 (details in sig) when playing from floppy, tried to disable CPU caches and change chipset in boot menu (triggered by mouse buttons) but didn't help.

I used the latest preview release ADF linked previously (two posts ago).
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Old 09 November 2019, 12:17   #48
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Hi all,
tested on my A500 and works great. Sounds and music, works too. Congratulations, it's a great game, very polished and smooth.
I recently resumed programming in Amiga (using Amos) and HERO was one of the games I was going to do, but I don't think I will reach this level of quality in case of making the game.
Regards
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Old 09 November 2019, 12:37   #49
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really well done. The music is really cool !
It seems to reall well use the 4 channels, it sounds really good.
The gfx are great.
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Old 09 November 2019, 14:29   #50
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Gameplay R.E.R.O.:
[ Show youtube player ]
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Old 09 November 2019, 14:44   #51
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Quote:
Originally Posted by Alpha One View Post
Ah okay, i didn't do any playtests on my real Amigas yet, will do this tonight, thanks for the info.
I tried powering off the A1200 for a while (not just ctrl+amiga+amiga) and then booting from floppy, to make sure the 3.1 ROMs are used, now the sound works, both music and sound effects are top notch. Especially like that "got kicked in the balls" sound when the character dies, hehe.
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Old 09 November 2019, 16:46   #52
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The graphics in this game is just awesome! But I am still hoping for the menu screen at the bottom to be less busy, and more like the original C64 version.
More minimalistic, so that the focus stay on the gameplay.

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Old 09 November 2019, 21:08   #53
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Looks really nice! Two things: Walking speed is perfect but moving up and down via rocket feels too slow. And the laser is a little bit too short.

By the way - still hoping for a level editor

Last edited by Clark Kent; 09 November 2019 at 21:14.
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Old 09 November 2019, 22:25   #54
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Looks like a game straight out of the 80s. I think some game logic needs correcting though. Skip to level 3 code svym.

1 - Ascend 1 room take out spider, plant bomb at wall, stand still.
Player blown up, wall left standing.
2 - Ascend 1 room, plant bomb at wall, quickly descend 1 room, return.
Player OK, wall left standing.
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Old 09 November 2019, 22:58   #55
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Very nice work Alpha!

It's been some years but I played the C64 quite a lot.
Do you mind me giving detailed feedback?

- I don't like the rising arrow traps. No problem with the game getting harder on higher levels but I find these super annoying sorry.
- Especially in level 6 where you sink on them if you don't steer right immediately but also on many other occasions. Dont know what others think about them.
- In original hero the character would hover in a safe position when starting into the first room of a level IIRC which I found quite nice.
- The levelcode of level 6 didnt work
- Feedback of correct or wrong levelcodes would be reasonable. After Level4 i wasnt sure if this character should be a O or a Q. And if you enter a wrong levelcode you have to play from level 1 or suicide in it multiple times.
- Which leads me to keys: Would be great to have the ESC key for "quit to main menu" (and maybe P for pause?)
- as Clark mentioned the lazer maybe should be a little longer
- the animation when entering a room is nice, but I'd personally prefer a quicker change
- like fandenivoldsk (nice sketch by the way) I'd prefer a more simple bottom bar
- I'd also prefer background tiles that look a little more (colors and pattern) like in the C64 version (a little more smooth), but maybe thats just me.

Hope that's not too much feedback, it's just my opinion and 2cents, nothing more.

Great work! I really had to laugh about the title screen and the acronym
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Old 10 November 2019, 01:40   #56
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I disagree with 2 points from Nightshift analysis:
- I like the screen change anim
- I like the background tiles

and I agree with fandenivoldsk:
- I'd prefer graphical display for bombs before the simple number, too
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Old 10 November 2019, 16:40   #57
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Will there me moving walls and sea monsters like in the original game?
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Old 10 November 2019, 16:57   #58
Alpha One
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Hi Nightshift,
thanks for your feedback.

Level 6 code does work but the font, as you described, is sometimes hard to read (try FVUK hehe). I will change the font in the final version.
Of course also Quit and Pause keys will be inserted, just as well as Music on/off.

Quote:
Originally Posted by Nightshft View Post
Very nice work Alpha!

It's been some years but I played the C64 quite a lot.
Do you mind me giving detailed feedback?

- I don't like the rising arrow traps. No problem with the game getting harder on higher levels but I find these super annoying sorry.
- Especially in level 6 where you sink on them if you don't steer right immediately but also on many other occasions. Dont know what others think about them.
- In original hero the character would hover in a safe position when starting into the first room of a level IIRC which I found quite nice.
- The levelcode of level 6 didnt work
- Feedback of correct or wrong levelcodes would be reasonable. After Level4 i wasnt sure if this character should be a O or a Q. And if you enter a wrong levelcode you have to play from level 1 or suicide in it multiple times.
- Which leads me to keys: Would be great to have the ESC key for "quit to main menu" (and maybe P for pause?)
- as Clark mentioned the lazer maybe should be a little longer
- the animation when entering a room is nice, but I'd personally prefer a quicker change
- like fandenivoldsk (nice sketch by the way) I'd prefer a more simple bottom bar
- I'd also prefer background tiles that look a little more (colors and pattern) like in the C64 version (a little more smooth), but maybe thats just me.

Hope that's not too much feedback, it's just my opinion and 2cents, nothing more.

Great work! I really had to laugh about the title screen and the acronym
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Old 10 November 2019, 16:59   #59
Alpha One
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Yeah of course, some small moving stones are already included somewhere in Level 8 and 9.

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Will there me moving walls and sea monsters like in the original game?
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Old 10 November 2019, 22:55   #60
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My suggestion instead is to make hot walls more recognizable, right now seems a simple brick wall, make it look like hot metal, maybe with a small color cycle?
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