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Haven't been on EAB at all this weekend... now I jump on and see this wonderful news :great
Just downloaded and will have a play ;) Many thanks pink^abyss, I know it's going to rock before I even try due the high quality of your games :bowdown :bowdown :bowdown |
Runs very nicely on my A2000/1MB chip with 030/50Mhz/64MB fast.
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Just spent an hour or so playing this and it is absolutely fantastic work by all involved. :bowdown
In addition to a few bugs that others have already mentioned, I did have an interesting one when I lost a life and was able to select an option powerup just as the death animation was playing through. After that, I had an option blob stuck on the screen permanently, even through the front end and starting another game. I had to reboot to get rid of it. Additionally, the overall rhythm of the levels is just a teensy bit off. It's a very subtle difference that many might not notice but i've been playing this game for 30-odd years (!!) and, for me, it's rather apparent. One other last thing is that the option blobs aren't behaving exactly the same as i'm used to. All that said, it's an amazing achievement, even in it's current beta state it's making me feel all fuzzy and warm just hearing the anthem playing. Really looking forward to the final release. :great B |
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Have added into my collection immediately: http://eab.abime.net/showpost.php?p=...postcount=4006 ;) |
Great work releasing this. Tested on a basic A500 1mb setting and it runs extremely well even on that basic setup. Very small slowdowns when lots of action on the screen but that’s to be expected and it really doesn’t effect the gameplay at all.
Awesome job. :bowdown |
Can't belive this is happening for real... thanks for allowing us to experience this alternate timeline in which arcade conversions for Amiga are handled by skilled and dedicated programmers!
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I tried that game on my A600 with Furia and it runs absolutely perfect. No slowdown. You will not believe the quality I see on screen with my Panasonic 21" CRT. That game is just a beauty. So much fun!
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I'm stuck on stage 3, can't find a good way to get past those heads.
Is there a special route to take? Guess I'm getting old :rolleyes |
A real masterpiece, again. Thanks for porting these classics for us, pink^abyss. Played it on my real A1200, and it's great. What a smooth gaming experience. :great
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Just tested and wow !! Truly an amazing job, congratulations!
The only drawback: Would it be possible not to start everything from the head at each death? It's something that I find infinitely irritating! Via dualshock 2 pad and Kipper2k adapter it works perfectly in double fire. All tested on A-1200 + Vampire1200 in transparent mode without touching anything! |
this is my most fave game ever, since i played it in the 80's arcades, thank you.
an AGA version of this would be sweeeeeeeet |
I've always loved Gradius and played it most on the GBA, but this is a seriously great version. :)
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incredible !!!!
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> Would it be possible not to start everything from the head at each > death? It's something that I find infinitely irritating! Each level has 2-4 checkpoints, like in the arcade. You will be reset to them. Is this what you mean? |
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Thanks. A1200 is the best option :) |
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Many have more powerful ECS systems so then it will be as nice as running the game on A1200. |
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In the tests carried out at each death I have always been sent to the beginning of the level with weapons reset ... For example, if you die at the third level, you can also shut down the game as it becomes impossible to continue without power-ups. In my opinion the AMIGA version could be smarter in this respect, or maybe donate this as an option! What do you think? |
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+1 You have option to use speedup or not. |
Thank you so much for this. As a coder who used to work with the Amiga I'm really impressed by this, it's really something special!
The stars look like one sprite re-used by the copper, and the effect is really good. In stage 2 there is a lot of vertical scrolling as well, very impressive as it requires a lot more blitting to keep the scrolling moving, and there is still a lot on screen. The lasers are very impressive. They are "attached" to the ship so the whole laser is being redrawn as it moves. There is a lot of collision detection going on as well, would love to know what system is being used for that. Bounding box might be a bit slow for such a large number of objects and there is collision with the background as well as enemies! The sound is outstanding too, the sounds effects and music are all there and sound great. Honestly when I saw this I thought maybe it was an 030 and RTG or something, looks more like a PC Engine game. |
First tried this on the A600 vampire 2 and it zipped along at an incredible rate so I thought id try it on my stock A1200 expecting to see potential slowdown. I was wrong! Truly impressed with this. No slowdowns that i could see apart from a tiny bit at the start of level 3. This happened when a ton of enemies and bullets were on the screen as well as having full upgraded weapons.
I tried it on my A500 with half meg and it said it didn't have enough memory to run? is there a way to get it to work as im interested to see it even if it runs a little slower? I think even at 25fps this would be the greatest horizontal shooter to grace the Amiga 500. Well done. Looking forward to the final release. |
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