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#1 |
Junior Member
Join Date: Sep 2001
Location: No(R)Way
Age: 42
Posts: 3,257
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Petscii Robots invade the C128, Amiga, NES and more!
From the 8-bit guy: An Amiga version of his Petscii Robots game is coming:
[ Show youtube player ] |
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#2 |
Bad Banana
Join Date: Jul 2020
Location: Sweden
Posts: 58
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More games are always fun but petscii-robots isn't that interesting to me personally, since it was built for the Commodore Pet from the start a lot of the limitations of that platform is still in place.
I do however wish them all the luck in the world and that everyone that buys a copy is happy with their product ![]() |
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#3 |
Registered User
Join Date: Mar 2018
Location: Austria
Posts: 618
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I didn't really follow this in the last months. Really nice project with all those ports. Wish them all of luck!
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#4 |
Registered User
Join Date: Oct 2020
Location: BELMONT
Posts: 31
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looked like a cool conversion project. and new amiga games are always appreciated by me.
slugs is fantastic... anyway, it appears they are adding a lot to the amiga port, so hopefully it will shine. they did add a lot to the 128 version, and the amiga has SO much more than 128 does... |
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#5 |
Zone Friend
Join Date: Apr 2005
Location: London
Posts: 1,179
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It looks nice graphically but the movement is immediately jarring. The blocky movement of the playable area and characters, which is perfectly acceptable on an 8 bit machine, looks out of place on the 16 bit versions.
I don't know why the would have gone with that kind of movement seeing as it must have been a complete rewrite anyway. Maybe it's an integral part of the gameplay? |
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#6 |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,318
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You can have smooth scrolling but keep the player movement grid-locked, many 16-bit JRPGs did this. I suppose the main problem is the status panel on the right.
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#7 | |
Registered User
Join Date: May 2017
Location: Munich/Bavaria
Posts: 2,502
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Quote:
But many ports do show the status bar below the playfield, so there is no need to do put this panel on the right... |
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#8 |
Zone Friend
Join Date: Apr 2005
Location: London
Posts: 1,179
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Ah I see thanks for the explanation, didn't know it was difficult to do scrolling with a sidebar.
Wonder what the snes version's excuse is ![]() |
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#9 |
Registered User
Join Date: Sep 2019
Location: Amsterdam / The Netherlands
Posts: 49
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The Amiga version is now available at https://www.the8bitguy.com/product/p...ots-for-amiga/ . It should work on any classic m68k Amiga with 512kB of chip memory. 1MB of memory is required for music. It multitasks in its own screen and is HD installable. It supports keyboard, 1 button joystick, 2 button joystick and CD32 pad controls.
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#10 |
Saberman
Join Date: Dec 2016
Location: Kielce/Poland
Posts: 342
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Gameplay:
[ Show youtube player ]
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#11 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,673
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Quote:
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#12 | |
Registered User
Join Date: Sep 2019
Location: Amsterdam / The Netherlands
Posts: 49
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Quote:
This depends completely on the game, the graphics and sound assets and the choices made by the developer. In this case the graphics required a fair amount of chip memory but mainly it was a choice regarding the quality of the samples used for the music and the sound effects. It could most certainly have been possible to have both music and sound effects on a 512k system by reducing sample quality (or indeed going for chiptunes). Instead, when having to choose, decent sound effects were considered to be more important than music (by David Murray), so 1MB (512k chip + 512k any) was made a requirement to have both. Afterall, 1MB was a common configuration even back in the day, and these days having anything less is almost certainly a conscious choice made by the user. |
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#13 |
Registered User
Join Date: Sep 2019
Location: Amsterdam / The Netherlands
Posts: 49
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For those interested, I've written a WHDLoad installer for the game. It'll be available from http://whdload.de/ after wepl is done with the xmas season.
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#14 |
Registered User
Join Date: Apr 2010
Location: Amigaplanet
Posts: 645
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Fantastic, thank you.
![]() Can I have it before? |
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#15 |
WinUAE 4000/40, V4SA
![]() Join Date: Apr 2020
Location: East of Oshawa
Posts: 538
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The WHDLoad installer is up on the WHDLoad site now, apex. You just need to bring your own copy of Petscii Robots to use with it.
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#16 |
Registered User
Join Date: Nov 2018
Location: Belfast
Posts: 1,554
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Anyone tried this with anything other than basic config machines? Don't wanna buy if it aint gonna work. Although it looks cool and reminds me of Escape from the Planet of the Robot Monsters in a few ways.
If I got the digital release I could make a WHD load version using the installer right? Sorry for stupid questions ![]() |
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#17 |
Global Moderator
![]() Join Date: Mar 2001
Location: UK
Age: 47
Posts: 6,168
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The digital download comes with an LHA archive of the installed WHDLoad version.
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#18 |
Registered User
Join Date: Nov 2018
Location: Belfast
Posts: 1,554
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#19 |
Global Moderator
![]() Join Date: Mar 2001
Location: UK
Age: 47
Posts: 6,168
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It's less arcade-like than Escape from the Planet of the Robot Monsters with more focus on exploration and finding ways to indirectly destroy or bypass robots.
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#20 | |
Registered User
Join Date: Nov 2018
Location: Belfast
Posts: 1,554
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Quote:
Downloaded me the digital release there so I'll be checking it out later on ![]() |
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