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#41 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 45
Posts: 20,421
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Looking very good indeed Alpha One
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#42 |
Registered User
![]() Join Date: Feb 2018
Location: Spain
Posts: 79
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It looks very good, go ahead!
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#43 |
Moderator
Join Date: Sep 2004
Location: France
Age: 49
Posts: 3,530
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#44 |
Registered User
![]() Join Date: Jun 2011
Location: Ger
Posts: 176
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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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#45 |
Missile Command Champion
![]() Join Date: Aug 2005
Location: Germany
Age: 50
Posts: 12,266
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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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#46 |
old bearded fool
![]() Join Date: Jan 2010
Location: Bangkok
Age: 54
Posts: 637
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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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#47 | |
Registered User
![]() Join Date: Jun 2011
Location: Ger
Posts: 176
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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:
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#48 |
Registered User
Join Date: Apr 2013
Location: madrid/spain
Posts: 30
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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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#49 |
Moon 1969 = amiga 1985
![]() Join Date: Apr 2007
Location: belgium
Age: 46
Posts: 3,860
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really well done.
![]() It seems to reall well use the 4 channels, it sounds really good. ![]() The gfx are great. ![]() |
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#50 |
Saberman
![]() Join Date: Dec 2016
Location: Kielce/Poland
Posts: 222
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Gameplay R.E.R.O.:
[ Show youtube player ] |
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#51 |
old bearded fool
![]() Join Date: Jan 2010
Location: Bangkok
Age: 54
Posts: 637
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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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#52 |
Registered User
Join Date: Nov 2016
Location: Copenhagen
Posts: 8
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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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#53 |
Registered User
Join Date: Sep 2010
Location: Vienna
Posts: 133
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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 20:14. |
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#54 |
Registered User
![]() Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
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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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#55 |
Registered User
![]() Join Date: Mar 2018
Location: Austria
Posts: 547
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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 ![]() - 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! ![]() ![]() |
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#56 |
Puttymoon inhabitant
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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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#57 |
Registered User
Join Date: Sep 2010
Location: Vienna
Posts: 133
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Will there me moving walls and sea monsters like in the original game?
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#58 | |
Registered User
![]() Join Date: Jun 2011
Location: Ger
Posts: 176
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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:
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#59 |
Registered User
![]() Join Date: Jun 2011
Location: Ger
Posts: 176
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#60 |
J.M.D - Bedroom Musician
![]() Join Date: Apr 2014
Location: los angeles,ca
Posts: 2,536
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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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