12 November 2007, 18:12 | #21 |
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Wow, very nice work! Authentic.
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12 November 2007, 22:22 | #22 |
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jotd
thanks for the info, but it will take me a long time to get my head around this, (never done any picture editing) or any sort of programing, at school in the 50`s /60`s 3 r`s and out the door. my friend has given me 2 pc programs serif drawplus 5 & photoplus 6 to play with,Mmmmmmmm. as for playing your new version of gods on the pc,(should have been a amiga ver) i have never bothered to get a joystick as i dont play games on my pc. only on my amiga i dont suppose there is a joystick for the pc like the quickshot 11 plus ??? anyway looking at your work, it looks a good job well done but i would need to play the game to see the differances. bye mike |
12 November 2007, 23:14 | #23 | |
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Quote:
As for joysticks for PC there are some cheap Playstation 2 USB adaptors which allow to use all PS controllers. Same thing for N64 controllers. |
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14 November 2007, 09:08 | #24 |
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This is tasty, tasty, very, very tasty! I love it.
Thanks VERY much JOTD. |
14 November 2007, 09:59 | #25 |
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Gods was a great Amiga game.
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14 November 2007, 14:04 | #26 |
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In which direction are you taking this game, any other improvements other than more levels? I thought there were plenty in the original game, never finished it
Oh, and I hope you improved the speed of the graphics and scroll (smoothness). The ST port Amiga users had to put up with left lots of room for improvement I couldn't get it started, says 'couldn't find javaw'. Is it looking for a Java VM? |
14 November 2007, 15:32 | #27 |
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> says 'couldn't find javaw'. Is it looking for a Java VM
Well the .bat file to execute is setup to assume javaw.exe is in the PATH of your system. As far as I know this is not automatically done by the JRE installer. I wonder why this game is not packaged as a .jar file so people can start it by double clicking the jar? You could create different jars to get the different startup options like the different bat files do now. A simple ANT build script can easily produce the different jar files with a single build command. |
15 November 2007, 12:10 | #28 |
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Thanks jotd! Great work.
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15 November 2007, 14:18 | #29 |
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Bitmap Brothers always made excellent games, fortunately for me this is also an amazing remake of a great game. This will probably keep me occupied for awhile, definately interested in finding out how the level editor works. I linked this on my forum, it's new but i'll be sure to tell people about this!
Thanks! Last edited by Ravey; 15 November 2007 at 14:52. |
27 November 2007, 21:59 | #30 |
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Version 0.2 (beta, 27/11/2007) is now on the website
- improved: hiscores - improved: implemented changes to match Sega level improvements (see readme about it) - improved: shade on status bar fonts + better text display speed - improved: in-game music - improved: level/graphics cache for fast loading speed (turn it off with -no-level-cache switch) - improved: jotd level 1 complete, jotd level 2 in progress (world 1 is playable) - fixed: inventory + take ladder: inventory stuck - fixed: try to go down on ladder whereas way is blocked: ugly "stomp" effect - fixed: mask problem on money counter (original graphics) - fixed: when hero dies in last boss, worm timer could appear right after (which could make the game easier because of temporary invincibility) - fixed: scale2x graphic bug - fixed: l4 w1 gold plate stuck in wall when opening chest - fixed: l2 w1 @ bonus section: monster missed the first jump - fixed: some level 1 monsters did not yield points when killed - fixed: huge memory leaks in sound engine & unterminated threads |
28 November 2007, 16:45 | #31 |
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Great remake, having new levels is indeed a great idea.
I noticed a minor blip, if you fall off a ledge you can throw a weapon and the hero stops in the air for a moment, maybe something for you to pick up. Also the weapons maybe thrown slightly too quickly I think, I may be wrong, but aren't the weapons thrown when his arm comes down? I may have to open it in an emu to check hehe. Great stuff though, keep it up! Q; |
28 November 2007, 17:47 | #32 | |
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Quote:
Now, I'm not a complete bastard. Speedball and Speedball 2 are ofc glorious...! Edit: I found out who coded Speedball. It was Steve Kelly, however, couldn't find the name on HOL, Mobygames or LemonAmiga. Hmm... "We'll let you code the game but forget about being credited" - but then again, it might be based on wzr3ezezes... but it seems the original only has "(c) 1988 BM Brothers, Graphics by Mark Coleman, Music by Dave Whittaker". Last edited by Photon; 28 November 2007 at 18:41. Reason: Steve Kelly! |
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28 November 2007, 23:57 | #33 |
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Ye, I wonder what happened to Steve Kelly?
I guess Mike M is still working with the current flavour of the Bitmaps on their new SB2 game, I think Eric M went on to work for Sony, on a selection of titles including those Eye Toy things. Q; |
30 December 2007, 10:30 | #34 |
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Hi JOTD!
Your work is absolutelly cool! My favorite game is gods! I hope you get some helpers and you can work on new leveles on Gods: Deluxe And one day Gods II will come with new effects, weapons, platforms! Best arcade ever! However i noticed a bug! yesterday: On Vista Ultimate after shoping the screen stayed black and hero can move but player cannot see anything. Always the same effects after goes shop... I hope your next edition comes soon! GO AHEAD JOTD! I hope you are not alone in this famous project! Last edited by MadWasp; 30 December 2007 at 10:38. |
30 December 2007, 10:43 | #35 |
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In pc version gems are jumping sometimes, and gives stone noise-meanwhile hit floor if player dont get them.
Original classic pc gfx or better would be welcome (in main menu Chooseable pc skin or better would be welcome As I remember ingame player menu(keys, helath, scores) is a liitle bit difference between amiga and pc version) Gem's AI? http://www.gods-country.de/gods/gods.php?lang=eng Pc inventory skin(pickable in main menu(amiga or pc choice) would be welcome! Look at pictures....differences between versions. Last edited by MadWasp; 30 December 2007 at 11:37. |
30 December 2007, 12:11 | #36 |
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I am alone on the project, but for the nice users who report me bugs (like you)
I had spotted it before, and it is now fixed (get version 0.3 on the website) About the bouncing gems and stuff, some items bounce such as keys, but not the gems. I don't have the same policy as the original game. That's a shame. About "skins" such as OSD/no OSD and PC status bar, I don't think I'll do it. You were also talking about original graphics. You can set Amiga original graphics (very close to the PC graphics) in the option menu (graphics: retouched / scale2x / original) |
30 December 2007, 14:01 | #37 |
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Of course its an amiga remake!
"Best waited remake ever" thx for 03. beta. Keep up the good work! I'll write if i find bugz! ...and i will... |
30 December 2007, 14:16 | #38 |
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We dont have to wait too much!
BUG DETECTED ! After finishing CLASSIC world 1 first sector...after score table.... game loads CLASSIC WORLD 2 immediatelly!!! 15:00 new one: After Second CLASSIC world game loads CLASSIC world 3 and NOT the SUB-sectors Last edited by MadWasp; 30 December 2007 at 15:41. |
30 December 2007, 15:38 | #39 |
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Good work here, just been playing through JOTD level 2 which is looking good.
Noticed the end credit music is from the sega version, any thoughts on using the SNES musics which are a little less synthetic.. SPC ver - http://www.zophar.net/download.php?f...c/gods-mos.rar RSN ver - http://snesmusic.org/v2/profile.php?...&selected=1019 Keep up the good work man! |
30 December 2007, 16:34 | #40 |
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In JOTD levels are the same bugs: NO SUB-SECTORS LOADING!
finish Level 1 -> then go to Level 2 |
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