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Old Today, 05:25   #41
ransom1122
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I tried Beta 2 and it seems very good...

Thougt of an idea....

Could you add a "hard Mode" so enemies can spawn in random order, otherwise the pattern could be learnt pretty quick..

Also a nice little crosshair icon would suit this game better then a mouse pointer icon
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Old Today, 08:27   #42
DiskDoctor
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Hi,

How to instal and/or run this magnificent game?

I run HDD script and also the binary but nothing happens. I can only invoke menu.

EDIT*

Works now, needs to be invoked from WB PAL mode, for RTG systems.

Last edited by DiskDoctor; Today at 10:35.
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Old Today, 14:53   #43
lifeschool
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Quote:
Originally Posted by DiskDoctor View Post
Hi,

How to instal and/or run this magnificent game?

I run HDD script and also the binary but nothing happens. I can only invoke menu.

EDIT*

Works now, needs to be invoked from WB PAL mode, for RTG systems.

I didn't think about RTG, but yes the footage is hard coded to use PAL/NTSC modes. If I had made the stills NTSC, it would be 60hz compatible.


Quote:
Originally Posted by ransom1122 View Post
I tried Beta 2 and it seems very good...
Could you add a "hard Mode" so enemies can spawn in random order, otherwise the pattern could be learnt pretty quick..

Also a nice little crosshair icon would suit this game better then a mouse pointer icon
It seems the Menu tool has an issue launching the game, but you can still use it to select a crosshair pointer in the options, and then select to load a difficulty mode, and it will then save the pointer to the game. You can also use the Toggle button on the QuickMenu tool to swap pointers. I re-drew the classic D-Paint crosshair, the monkey island one. A double sized monkey pointer, and also a red aiming reticule which I found in a duck shoot CanDo demo. All of these pointers can be forced in to hi-res mode in the menu, so they look nice within the game, but you'll have to use the menu again to switch hi-res pointers off when quitting the game, as there is no way to auto detect this in order to switch it off.

Difficulty. I thought about an extra hard mode, and there is a space for such a mode in the full menu. I think waiting for enemies to appear and randomising them is a good idea, and looks nice beside the cliff walls, but maybe not so nice at the start of the game? The difficulty is on easy right now, as I havent had time to fine tune the health yet. So this will change for release. I thought about perhaps resetting the mouse pointer to the middle-bottom of the screen each time, so the players cant just be right next to a random enemy, and save health. But that would mean players constantly rolling their mouse forwards and off the mouse pads?

Last edited by lifeschool; Today at 15:01.
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