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#61 |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,298
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#62 |
Registered User
Join Date: Oct 2013
Location: Wrocław, Poland
Posts: 202
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I tried 060 binary yesterday and it works great, thanks!
Is there a possibility to widen FOV in the source-code, maybe? ![]() |
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#63 | |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,298
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Quote:
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#64 | |
mä vaan
Join Date: Nov 2001
Location: Finland
Posts: 1,692
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Quote:
You already made game much more playable. I haven't tried latest exe yet, but it has mouse look with keeping speed? Are you planning release this to aminet.net etc? |
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#65 | |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,298
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Quote:
Never done a release on aminet before and wasn't really planing on doing it for this. I guess I would need a readme and stuff ![]() |
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#66 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,861
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I wonder, you could probably write a CI hook that pushes a binary to aminet when tagging a release in GitHub
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#67 | |
Amiga Fanatic
![]() Join Date: Feb 2004
Location: North Yorkshire, UK
Age: 46
Posts: 744
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Quote:
![]() Modern controls of mouse look and left-right strafing (and the abiity to look up and down) make this game so much more playable, IMHO. |
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#68 |
mä vaan
Join Date: Nov 2001
Location: Finland
Posts: 1,692
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Very nice! I noticed one practical problem. The original game's firing speed was very low, and there were still issues with having enough ammunition. Have you increased the amount of ammo in the game itself and also in the shop, so that it would be possible to get 10x ammo with credits?
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#69 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,861
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Quote:
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#70 |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,298
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Correct. I haven't made any (intentional) changes to the core game. I didn't even know there was a shop? How do you access it?
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#71 |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 2,169
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#72 |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,298
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Thanks. Found one in level 2 quite easily with this hint.
It would probably not be a big deal to change something like that, but I'm reluctant to make actual game play changes. The "updated" version as it stands now is the same game just faster (on some machines) with a few QOL things. Changing other things like that (unless they're outright bugs in say v1.1 compared to v1.0) doesn't feel right to me since I don't know the game. The situation with AB3DII-TKG is different since it's (currently) driven by a very knowledgeable player/modder (Karlos), who can make good decisions based on experience. If "everyone" agrees that the game is just silly in some way, and you should get 10*x of something for doing whatever, I can probably be persuaded to fix it and/or make it optional, but please make it very clear what needs to be changed ![]() |
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#73 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,861
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I don't know the game but it sounds like people are asking for a trainer feature.
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#74 |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,298
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F9 gives you all keys and stocks up everything I know about (keys, weapons, credits etc.) and F10 grants invincibility. 8/9 completes levels/worlds. Any more training would involve me coming to their house and helping out.
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#75 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,861
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Quote:
![]() That does seem like it ought to be sufficient. |
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#76 |
mä vaan
Join Date: Nov 2001
Location: Finland
Posts: 1,692
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The firing speed is now like that of a machine gun, whereas in the original game, it was more akin to an ordinary rifle. It wasn't possible to shoot that fast originally. So it is much easier to use all the bullets too early.
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#77 |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,298
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Ah, I think I understand what you mean now. This was likely introduced by my attempt to make it more system friendly. I'll try to correct that.
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#78 |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 2,169
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I've not noticed that you use ammo too quick; I'm on world 4 now (and yeah it's getting hard to play) but ammo has not been an issue so long as you aim.
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#79 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,861
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#80 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,861
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It sounds like it's all based on frame counts if the game running at a higher frame rate has made the weapons go brrrrt.
AB3D2 has a similar problem, almost everything is based on the frame change. Slowly fixing it based on a more consistent EClock based time but not finished by a long chalk. |
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