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Hexaae

81
Posts
2
Topics
14
Following
A member registered Jan 12, 2020

Recent community posts

SWIV 60fps would be great too

(2 edits)

Ignore Defender: for unknown reasons the ZIP gets deleted as a false positive, but if you download it (temporary disable Defender) and just extract the files with 7zip, BandiZIP, NanaZip... then re-enable Defender and analyze the extracted files... well, it will report 0 threats.

MS has a report false positive form: Submit a file for malware analysis - Microsoft Security Intelligence

I agree. This game really looks like it was designed to have parallax backgrounds!

(7 edits)

What's wrong with last playable beta (2.0 Beta 2, 23 March 2026)? Runs perfectly fine at 50Hz (ok, enemies run at 25Hz), and added cool multidirectional nice-looking smooth parallax.

(5 edits)

"The Xenon 2 - Recoded" by mcgeezer? I 'm afraid is abandoned... and scrolling wasn't really smoothed out, just better framerate in the demo AFAICR

(3 edits)

SCANLINES
I've created a scanline+geometry profile for this game (Reshade).
All-in-one package: RuffScanlinesReShade.zip
Access Reshade with CTRL+HOME, and load the "Ruff 'n' Tumble scanlines" profile!

What about Xenon2 Megablast? Always had jerky scrolling and poor framerate...

No plans for a deluxe edition with platforms and enemies moving smoothly?

Would be possible an ULA 64 colors edition for the ZX?

a) COMPLETE (thank you!)

Still a last effort for b too please... ;-)

(1 edit)

Key bindings work fine now! Thank you. Please, improve the last 2 things: 

  • a) don't make player jump continuously while keeping Jump button pressed (many false unwanted jumps) 
  • b) let us change from main menu Joystick: Off/Fire/Jump (ATM the only option is fire button = jump) 

Probably compressed with an archiver not supporting code pages then...

(1 edit)

Did you try with BandiZip? It should support all codesets correctly, if this is the issue...

(13 edits)

BUG (1.2): while playing 1. Pause the game, 2. quit to Main Menu, 3. press a key and select R to Redefine keys. Game will accept no input and you'll be stuck... Same after game over.

Redefine keys does work only on first load.

May I also suggest QoL improvements for controls?
a) Avoid player repeated jumps just keeping JUMP button pressed: consecutive jumps should be allowed only after button (re)press, not by keeping JUMP pressed continuously or just too long. 
I often end up jumping two or three times just because I hold the jump button down for too long. 
b) let player redefine JOY FIRE = JUMP or SWORD FIRE (ATM is == jump). No need to change menu UI, you can just add more options: Joystick=off, fire, jump.

Amazing! 

(2 edits)

Please can you add correct screen initialization?

When launched from non basic low-res PAL (e.g. from WinUAE+P96) won't correctly open game screen.

(I know there are workarounds like using JST EXECUTE... etc. but a game code fix would be better ;))

(2 edits)

🪚 Workbench Coloricons for your game: 

2babHexIcons.lha

(1 edit)

Amazing work! Such a high quality game...

Just one thing: I have to move VBR back to $0 before I run the game or I get no sound... Would be great if you could fix also this little detail.

Is it using AGS 3.6.0+ ? Will allow Unicode support for unofficial translations?

(3 edits)

Very nice edition! What about a player recolor like this?

...and adding option for 4-infinite lives?

Not a bad idea, actually...

Make a series with new mechanics and more Robin adventures! :)

(2 edits)

Amazing! ❤️
Playing on Denise emulator...
REQUEST: please, can you add a P - Pause button?

Great work!
0.93 will also have music + sfx option, right? 😉

Runs much faster than Outrun Amiga Edition and has music + sfx! 👍🏻
Hope final AGA ver will have EVERYTHING without stripped out gfx/colors...

(6 edits)

Ah, sorry was introduced by the Deluxe version under MAME... ;)
Other minor things: in game ESC should ask you "Do you want to quit? Y/N", and would be great if it would save hi-scores.

I made a drawer ColorIcon for it: English Amiga Board - View Single Post - Outrun AGA

(1 edit)

👍🏻👍🏻👍🏻

Request: make the car slow down on Game Over (like the arcade) instead of sudden stop on time out.

Per curiosità sto facendo varie prove... e anche Paint.NET fa un ottimo lavoro: salvando in PNG si può specificare il livello di pixel-dithering.
Esempio su Cyberpunk-2077-RTX-screenshot2-1.jpg (3840×2160) 

Dithering con Paint.NET (immagine pre-convertita 640x360 per mantenere aspect ratio):

(3 edits)

Grazie per l'Italiano! 🟩⬜🟥 (Saluti a SimonPPC!)
Thank you for supporting multilanguage and Italian in particular! Short but good adventure!

HINT: use PPaint 6+ next time to convert gfx with a better pixel-dithering to avoid color banding.

Try on Steam. Publish the demo there and see what happens... 

Very good! I loved the atmosphere very close to Movie on my ZX Spectrum...

(6 edits)

Great enhanced remake! Workbench and MINI versions: keyboard not working at all (??), joystick only.

POSSIBLE IMPROVEMENTS:
Screen shaking effect (TNT explosion) could be better: with a smoother and faster trembling.
A bit too static candle fuse sparkles sprite when you place the bomb.
Add bouncing effect when Rick dies. 

Please, can you also add Pause (P) and ESC to quit back to main menu? 🙏🏻

Is it also planned an injector mode through fake dll loading like SweetFx...?

I wish there was a way to just drop a pair of files next to the game.exe to play with shaders applied (just like SweetFx did), launched as usual from GOG/Steam etc. No need of .bat scripts or launching it separately before/after the game is running... 

Just tried it and... it's a simply perfect conversion! Well done!

AMAZING VERSION!

1. Mmmh, default key bindings are in French (HAUTE, DROIT... ) while the UI is in English?

2. I would suggest a better visual feedback when you hit obstacles like striped red/white barrels... E.g.: broken sprite when barrel gets hit and speed sudden decrease, not smoothed...

(1 edit)

For the hit effect: yes, of course, but without too refined and complicated solutions, I wondered if you could simply add a check at what side (-x or +x sort of thing based on a fixed center 0 value...) of Simon got hit to correct the bounce effect direction...

(2 edits)

Great work!

Just a few things that can be improved IMHO:

  • when ply gets hit, he instantly moves back not in the direction of the hit but to the back he's facing. This can be improved: based on attack direction, less instant movement: a bit shorter and shaking with flashing sprite maybe
  • staircases UP direction range size could be a bit more forgiving, even if player is not well aligned a bit beyond it
  • in the 1st sewers if you jump in the UP-RIGHT direction, you often get stuck in the staircase, see pic:
     
  • is it normal the water falling has those violet/blue colors in the upper part (copperlist sky backgrond passthrough)? 
(1 edit)

@Dante Retro Dev

My Workbench ColorIcons (glow) for this game: cvAGA_icons.lha

Share the mod too! :)

Amazing work! 😮
May I suggest just one little thing? A less computer beepy and more "delicate" and immersive sound for dialogues... a very subtle "ticky" sound, less electronic and with shorter notes