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Umpftata

198
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A member registered Mar 13, 2019

Recent community posts

This could profit from some bug-fixing, e.g.:
- Rasterbars in title screen logo flicker
- Colors in statusbar may be wrong (e.g. part of score is cyan, part is white, and more)
- Some static enemies on the walls move jerky
- Shots are partly invisible
- Some bosses die before statusbar is empty

I doubt that Zzap64 has anything to do with this game.

Plays very nice!

Very nice little platformer. It even has extras and hidden bonus caves.

Some good ideas. But some bugfixing to remove the sprite ghosting especially at the boss fights would have been nice. 

Congrats for your first game without using the AGPX Game Maker.

Has strong Spider-Man vibes. :D

Same rules as meodoku.

To compile C code on C64 you should try Oscar64. Generated code is up to 6 times faster than with cc65.

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Not a bad game.
Already 2 updates within one day. How about adding some version numbering?

Just checked the demo version in VICE PAL.

Seems to need some more bug fixing before a final release. Not even music plays continously.

Funny concept but frustrating on the long term, at least for me. ;-)

How about merging PAL and NTSC binaries? Simply check value of  $02A6. After reset it is 01 for PAL and 00 for NTSC. I presume the codeparts that are individual for PAL and NTSC are minor.

How about a pre-built d64 image for C64? Ozmoo is free to use.

Status says "in development". Is the game finished?

Congratulations that you managed to prompt a working C64 game. But at least the screenshots are way below what C64 is capable of.

How about version numbering  e.g. V1.0.1 for the bugfix? Makes it easier in case there will be more bugfixes.

Nice puzzler. Was it made with AGPX' Game Maker?

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New ENG manual is german.

And pixel movement makes flames cause less harm.

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Looks funny and plays very good on C64!

Nice to have music but it's too powerful and not fitting for this game IMO. 
I perfered the ingame sound effects. Is it possible to get this back optional?

Nothing to say against LLM/AI for learning, but final job should be done by own hand.

Why use uncommon d81 disk format if the files fit onto a common d64 image?
Oscar64 generates much faster and smaller machine code from C, worth a try.

Cute little first timer.

Tried the demo. Looks nice.
Unconvenient that the black sabre is invisible in underground screens. Maybe change background or sabre color in underground?
Partly had problem to pass through ladder gaps. Maybe auto-center when climbing ladders makes sense?

Version C is missing the title picture. Is this intended?

I hope the glitches are gone in the final version. HUD looks like being ripped from R-Type.

Looks nice. But why is it so slow? There are much more complex games running much faster on original C64 clockspeed. Probably caused by inefficient code or bad compiler. If you are coding with CC65, try Oscar64 for much better and faster assembly code output.

Nice concept.

No, single file PRG with all 3 control schemes was my idea. ;-)

How about having all control methods in one binary. Selectable from start screen if it is not possible to have all simultaneously. 

Up to you, it's your project. But I guess you will not get much feedback that way.  Maybe I will buy when it is finished. 

Reads interesting. How about making the test versions available for free?

Simply check $02a6 (01=PAL - 00=NTSC) to set timer values correct for both machine types.

You should mention in title scroller that the picture is AI generated and nobody should complain.

D64 still shows V1.3 in Directory and header. File is correct one?

Cool game. But what is that code entry for? Cheatcodes? Levelcodes? Cannot see any levelcodes on screen like in your presvious games.

Locks up after a few seconds playing. Unfinished?