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Old 21 July 2024, 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 21 July 2024, 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; 21 July 2024 at 10:35.
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Old 21 July 2024, 14:53   #43
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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; 21 July 2024 at 15:01.
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Old 22 July 2024, 03:23   #44
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Looking much better with different crosshairs

Here's all 7... Though 6 & 7 are coming up as the same icon?

Is the double sized monkey pointer #5?

Also... After you die, selecting re start level starts the game with infinite energy? Not sure if this is a bug or not?

1

2

3

4

5

6

7
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Old 22 July 2024, 17:29   #45
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Looking much better with different crosshairs

Here's all 7... Though 6 & 7 are coming up as the same icon?

Is the double sized monkey pointer #5?

Also... After you die, selecting re start level starts the game with infinite energy? Not sure if this is a bug or not?
Yes its a bit confusing.It starts with pointer 7, the windows 10 pointer. Then it goes to 1, monkey 1, and then 2, monkey double, and 3, d-paint, etc. I'll have to check on the order of the pointers in the game, but it seems the lack of one of them might simply be a looping bug. I can see 7 screenshots for 7 pointers, so thats all of them.

Yes the restart bug is there. I'm spending a few days away from this because it was a mountain to climb to release some kind of working demo. A lot of things broke at the last moment, and had to be patched up. I spent a long time debugging the cut scene routine, only to find I had forgotten to actually copy the cut scenes over to their new install, causing the errors.

Yes the game looks a lot more like a game with the pointers.
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Old 22 July 2024, 17:33   #46
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That's ok...

My replies are considered as feedback only..

Hope it helps
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Old 22 July 2024, 20:22   #47
lifeschool
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Originally Posted by ransom1122 View Post
That's ok...

My replies are considered as feedback only..

Hope it helps
I very much welcome the feedback!!!

Spent some time on the menu today after all.

Fixed broken loading of game from menu (I had forgotten to switch off the contextual menu timer, and it was still trying to run and quit at the same time, causing a crash). Fixed difficulty boxes reappearing on other screens (when returning to player 1 start page).

Also speeded up the response time of the menu, and light bar by 10%. (I changed the order of some things, and also remembered to pre-load the sound sample, rather than wait to load it from disk each time. The light bar is no longer solid, and shows a ghost behind it, but it's faster at least.)

No release of the new menu today, due to another bug I spotted with my new fixes.
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Old 24 July 2024, 23:23   #48
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Added a small update today. Just copy the menu to your install folder, and the tools to the crysis demo tools folder.

Spent way too long today getting a Windows 7 Gadget clock working on the Win 10 section of the menu. The clock was working perfectly on the Workbench screen, but as soon as I moved it over to the Menu screen, everything broke down. A long time spent working out how to fixing it. Having done so, finally, it took even longer to figure out how to quit the clock tool, as there are only Run commands in CanDo, but nothing much to quit. For now, I used a BreakName tool I found on Aminet, which seems to work.

The clock can be activated by clicking on the time in the taskbar. The clock will come up and appear to freeze. This is because it only updates every 5 seconds, and is only accurate to 2 to 3 mins, but I had the idea for this clock for ages, so it was time to put it in there.

Click on the drag bar to move the clock around. Click the clock itself to close it instantly. Or you can close it with a delay by clicking the time again, or if you double click to launch the game menu. The game menu will be delayed by 5 seconds to allow for the clock to close. If you close the clock before launch the game menu, this extra delay wont happen, and launching will be as fast as before.

edit: I fixed the colours on the clock now.

Last edited by lifeschool; Yesterday at 00:02.
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