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Old 20 October 2019, 22:45   #21
john4p
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19,130

Plenty of stupid deaths but I'm satisfied with having beat this.
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Old 20 October 2019, 23:04   #22
malko
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well done John
now I have to go for another go to beat your performance
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Old 21 October 2019, 09:14   #23
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That shouldn't be a problem. I won't be able to play this again for a while because I heard some Minskies are in trouble.
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Old 23 October 2019, 14:46   #24
malko
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If, like me, you have the Amiga HELP key mapped to your PC PgDwn key (and that this PgDwn key is left to the up arrow key & above the right arrow key) and that, like me, you quite often press it inadvertently while playing Celtic Heart, you should know that there is no way back to the game from the internal debugger.
Now, you are warned
Thanks to 'phx' for his kind answer, information and excellent game
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Old 24 October 2019, 14:07   #25
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When I dropped down to 5 lives, I almost reseted WinUAE...
Looks like I did the right thing not doing so but playing untill the end
It's really close John, but I am in front of you

19'190 (18'690 + 500)

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Old 24 October 2019, 14:10   #26
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You'll have to do better, I will easily beat that.

Still good score!
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Old 24 October 2019, 14:13   #27
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I thought you were busy with no time to play....
Damn will have to play seriously again then
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Old 24 October 2019, 17:02   #28
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I was just busy with Minskies Furballs. But I won't invest too much more time into that.

Celtic Heart is also more fun to play in my opinion.
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Old 25 October 2019, 15:13   #29
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In level 1-3, there are six shields just after a blinking/deadly platform.
While training I searched how to get them at each go : you have to get the first two directly at the start of your jump and let yourself fall on the four remaining


PS: Yes, I know, we should have 7 lives here, but... mistakes do happen
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Old 25 October 2019, 16:07   #30
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In my playthrough you can see it's also possible to collect them all "traditionally". But your method is way more reliable, I'll copy it.
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Old 25 October 2019, 16:58   #31
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^ no problem
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Old 26 October 2019, 02:04   #32
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Quote:
Originally Posted by john4p View Post
You'll have to do better, I will easily beat that. [...]
I am sure you will do it, so here it is
Wanted a "one life" go but missed it. I lost 3 lives like an idiot, one in each world...
19'900 (18'800 + (11 * 100))
This is a really good game, pleasant to play and not boring. I especially like the colours of the forest world.


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Old 26 October 2019, 10:52   #33
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That's more like it - doubt I can beat that. Congratulations malko!

Looks like 20k is the magic barrier.
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Old 26 October 2019, 22:53   #34
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Thanks John
Hope you will nevertheless give a try to beat this score. I am sure someone can manage to finish the game with more lives.
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Old 26 October 2019, 23:14   #35
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I think so, but even then it might not be enough to beat your score. I can only get 18,600 by collecting and killing stuff. Really wonder where you get another 200 points...

Okay, there's one gargoyle in the caves that always escapes to the left and never reappears but that one isn't worth 200 points.
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Old 26 October 2019, 23:54   #36
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Quote:
Originally Posted by john4p View Post
I think so, but even then it might not be enough to beat your score. I can only get 18,600 by collecting and killing stuff. Really wonder where you get another 200 points... [...]
So you have to finish the game with one life and score 20'000 (18'600 + 1'400) to beat me

Except if I give you another tip that I found ...

Quote:
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[...] Okay, there's one gargoyle in the caves that always escapes to the left and never reappears but that one isn't worth 200 points.
This is part of the solution . Some enemies leave the screen and never reappears (I think there is no close wall outside the screen for them to bump and return - also I have noticed that when they reach a certain distance to the hero, they do no progress any-more, so they will never come back). The idea is to kill them first, before they have the time to escape. No need to speed-run this game if we are looking for the higher score.

I found also that there are some 'flying' enemies that can be killed (like the worms on the forest levels - killable when they are up, but not when they are down). But since it's kind of a pixel story (touching the upper part of the wings of some birds or flying skeletons), I try 4 or 5 times and go away if I do not succeed usually (as the most annoying thing is that they can also kill you if you're too close to the edge of the platform)
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Old 27 October 2019, 10:01   #37
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I see, thought it was something like that - thanks.
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Old 27 October 2019, 13:11   #38
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Quote:
Originally Posted by malko View Post
Some enemies leave the screen and never reappears (I think there is no close wall outside the screen for them to bump and return
That shouldn't happen. My implementation should make them turn around at the left and right edge of the map, as if it were an obstacle.

Quote:
- also I have noticed that when they reach a certain distance to the hero, they do no progress any-more, so they will never come back)
Right. There is an activation- and deactivation-distance for monsters. Activation is near the screen border and deactivation is one and a half screens away from the hero. That's to prevent potential slowdowns, in case somebody activates all monsters, but didn't kill them.

BTW, Celtic Heart V1.1 is available here:
http://server.owl.de/~frank/CelticHeart.adf

We fixed the problems in level 4 and 8, mentioned in this thread, and disabled the HELP key (for invoking the debugger).
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Old 27 October 2019, 13:38   #39
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Thank you phx

So now we should be able to get ALL shields !

@moderators : can we use this new release for the round ?
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Old 27 October 2019, 14:08   #40
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Quote:
Originally Posted by phx View Post
BTW, Celtic Heart V1.1 is available here:
http://server.owl.de/~frank/CelticHeart.adf

We fixed the problems in level 4 and 8, mentioned in this thread, and disabled the HELP key (for invoking the debugger).
Nice - thanks for this. And thanks to you and your brother for this well crafted game.

Quote:
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So now we should be able to get ALL shields !

@moderators : can we use this new release for the round ?
Sorry, we can't change versions during the round - even if the difference is just 10 points for the now obtainable shield...

But should it be voted again for the Knockout we'll use version 1.1.

Thus @all: please continue to use the old version 1.0 for this round.
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