Jump! (Amiga Yoomp) - preorders started
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$80US dollars shipping to Australia.
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I will wait and then get the digital version, shipping is too much these days and a few preorders that bever happend made me be careful :/
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This looks truly stellar, ordered just now. It's a privilege to have access to this level of Amiga awesomeness in 2022 -- thank you!
:great :xmas |
It does look stunning, but will there be a demo released before the actual game is released?
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This looks and sounds amazing.
Shipping to Norway, is that Zone 4? |
$46AUD for a digital download of a game featuring a ball bouncing down a tunnel?
Does indeed look fun, but I can get so much more out of $46AUD than what this will give. $10 and yes I would have bought it. |
i have the same opinion like user haps posting before: €29 really is very pricey for a game like this.
i think i'll keep playing atari800 and c64 versions of yoomp for the time being which are both availible for free. although i prefer atari version out of these two i must admit, as it features both music and sound at the same time in contrast to c64 version. |
I'm another potential customer that is completely put off by the price. It looks like a great quality effort & deserving of support. Sad & frustrating that a lot of folks will be forced to give it a miss (as cant justify/afford paying that) ... reminds me of Reshoot R.
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It'd probably be wiser to release the boxed edition first, wait a few months to maximize collector purchases, then do digital for ~15E.
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Public demo version of the game available for download.
Requirements: Amiga 1200 14MHz, 4Mb fastram. http://www.amigajump.com |
Awesome game! Gameplay:
https://www.youtube.com/watch?v=y1JP5TSIL50 |
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I been waiting a long time for this one and it did not disappoint :)
The gameplay is fantastic and the gfx, music is outstanding. Played on real A1200/030 with CRT. Take my money when finished. I'm not interested in boxed games but will buy the digital. |
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If there was a bit processing power left, it would look even better if the ball moved around at 50 fps. Theoretically that can be done even if it's a bob and not a hw sprite and the rest of the game runs at 25 fps. |
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Yes I know, that's why I wrote "even if it is not a hw sprite". After first frame (1/50 sec) you could do a bob restore/move/repaint to front buffer in vblank, so it's updated for second frame (1/50 sec). The shadow of the ball probably would not be that noticeable if it kept updating at only 25 fps. |
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