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Old 13 August 2020, 18:37   #21
DamienD
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Nice one pink^abyss

I've added to my collection already: http://eab.abime.net/showpost.php?p=...postcount=3265
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Old 13 August 2020, 18:42   #22
Predseda
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LemonAmiga entry here.
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Old 13 August 2020, 18:59   #23
zzbylu
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and small gameplay
[ Show youtube player ]
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Old 13 August 2020, 19:12   #24
Lord Aga
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Wowza! This is amazing man!
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Old 13 August 2020, 19:13   #25
Tigerskunk
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Quote:
Originally Posted by Bartman View Post
So don't let anyone tell you you can't do high-quality games for A500 in C.
Which was already shown quite masterful by Alpine9000 with Climby Skies and the upcoming Metro Siege...

add/edit: Had a few levels of Tiny Bobble just now. Plays amazingly well. And all those 50fps doubters should watch the old 25 fps port and see the worlds of difference there.

This new version just plays so smooth and nice..

Well done...
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Old 13 August 2020, 19:20   #26
midwan
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OMG - the memories!

Great port, I didn't find any bugs yet, but I'll report back if I do.
Just tested it with Amiberry, worked flawlessly.

THANK YOU!
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Old 13 August 2020, 19:27   #27
Antiriad_UK
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It's great, Pink
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Old 13 August 2020, 19:32   #28
nikosidis
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On my A1200 Blizzard 030, CRT I have not find a single bug, just works perfect. This looks and sounds better than the arcade!!
It is for sure a little more easy but I think that is ok. I would put the sfx a little louder.
Gratz and just color me amazed. Great birthday gift for me
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Old 13 August 2020, 19:32   #29
JoeJoe
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just amazing!
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Old 13 August 2020, 19:34   #30
Predseda
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But as already mentioned - almost NO letter bubbles.
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Old 13 August 2020, 19:34   #31
saimon69
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Am a darn picky man but you could do the dragons transition in the bubble between stages like in the arcade :P
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Old 13 August 2020, 19:41   #32
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Thumbs up

Beautiful conversion, congratulations shows the true potential of the Amiga.

TEST
I tried the game on Amiga 500 with 512K expansion and Commodore 1084 crt monitor.

GRAPHICS
Visually the fidelity to the arcade game is phenomenal, very fluid movements, many bubbles and enemies on the screen without any problem. (I haven't tried to play in two yet) Fast movements, maybe a little too much, you don't notice the difference enough when you take the shoe. You can jump very easily on bubbles, but sometimes popping an enemy trapped in the bubble fails on the first shot, it seems to be a bit of a struggle.


AUDIO
wonderful is the only adjective I can use, it takes up the arcade almost perfectly. Precise and equally beautiful sound effects. Only note, some notes in my opinion wrong, in the screen that shows the levels reached.

MISCELLANEOUS PROBLEMS / MISSING DETAILS

- After a jump the dragon can move too far left and right covering a lot of distance, in the arcade it can move by falling but little by little so as to make it difficult to jump between distant platforms.

- Few bonus items appear, such as candy and shoe etc especially in the early levels.

- The yellow candy, the one that should increase the number of bubbles practically does not notice the difference.

- The long shot obtained with the candy, shoots the bubbles too far, even from one side of the screen to the other.

- Few bubbles with EXTEND letters, too few, and usually appear too late at the end of the time available to complete the level.
- When an enemy is trapped in a bubble after a while it turns red and then breaks free, it is trapped here for too long.
Even ghosts should be trapped for less time than other enemies.

- As the levels progress, the time that enemies are trapped decreases.

- As the levels progress, special items (such as the magic stick or the bottle) and not appear for less time.


CONTROLS

Precise on any occasion, BUT binding to the classic 1-button controller forcing the player to jump by pushing up I don't like. I hope an option will be added for the cd32 joypad, or at least 2-button joypad. It is very important for playability.


This is what I noticed, I hope that some of the advice suggested in the thread is heard.

I reiterate my admiration for the developers, you did an exceptional job guys, congratulations again.




sorry for the edits, I tried playing arcade and then on Amiga and added some more details.

Last edited by skyzoo73; 14 August 2020 at 05:28.
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Old 13 August 2020, 19:48   #33
Captain Past
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This is very cool. Thanks for this very playable new version!

Quote:
Originally Posted by skyzoo73 View Post
I hope an option will be added for the cd32 joypad, or at least 2-button joypad.
I second that. That is the one thing that would make this conversion even better.
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Old 13 August 2020, 19:48   #34
nikosidis
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I have made my own arcade controller so I have a button wired to joystick up.
I'm pretty sure a whd-load version will add the 2nd button but why not just add it as selection in game menu.
Where to donate?
It is a beauty
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Old 13 August 2020, 19:53   #35
Zarnal
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Hello,

I found a problem: when you pick up the letter "E", the color of the bonus number ( 150 ) is very strange.

Very good port.
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Old 13 August 2020, 20:27   #36
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Just payed through to level 25 on my B1230.

I didnt play it in the arcade only on the 64 and amiga so its comparing to what I am used to.

Feels very lively and more responsive which takes some getting used to, as does the delay etc with the lightening and water.

As others have said - feels a bit light on bonuses etc and letters. and because its so responsive the speedups etc aren't very noticeable.
Really like a lot of the neat touches that aren't there on the conversions I have played before.

Overall - fantastic -this is one of the games I have the fondest memories of from when I was a kid playing 2 player with my best mate. Love this version. (but more bonuses please )
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Old 13 August 2020, 20:41   #37
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I've just been playing this on my A1200 with Blizzard 1230 and KS/WB 3.1.4 and can only echo everyone else - it's a fantastic job.

Only potential issue I noted up to level 20 was a trapped enemy floating "inside" the wall at the side of the level and looping back from the bottom of the stage, meaning I couldn't pop him (I think they originally moved to the left/right when they hit the top but may be imagining that).

The game froze Workbench after decrunching when launched from there, but worked fine when booted with no startup-sequence.
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Old 13 August 2020, 20:41   #38
Overmann
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Quote:
Originally Posted by Bartman View Post
Shameless plug This game was done with Visual Studio Code and my Amiga C/C++ Compile, Debug & Profile extension. So don't let anyone tell you you can't do high-quality games for A500 in C.

I'm in the process of learning to code so this "shameless plug" of yours was REALLY useful for me, so thanks
Any chance of a linux-version of this?
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Old 13 August 2020, 20:45   #39
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Very good. Second button for jump would be cool too. But if you don't do it, don't worry, I'll add it when I do the whdload version
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Old 13 August 2020, 21:02   #40
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Great game, plays much better than the original. Good work all involved.
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