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PixelPlop

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A member registered May 29, 2022 · View creator page →

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Video of the AGA version of Echodrome v0.12b

Thanks for the feedback. I will check it out. I hope to be able to continue improving the game but I am not working on it currently. The original plan was to add another 18 levels with new enemy types and patterns, 2 new bosses, and possibly some other gameplay modes also.

Oh wow! That's cool. I did see this post a few days ago and I have been thinking how I can increase difficulty each time it loops. Unfortunately increasing the speed of the enemies is not that straight forward because of all the fixed point maths. I'd probably have to create new enemy data for that also.

Alternatively making new wave data for arena 2 and 3 is probably the easiest option but would require a lot of playtesting if I'm changing the waves and enemy counts.

The original plan was to add another 18 levels with new enemies and patterns, 2 new bosses, and possibly some other gameplay modes. But I have too many projects I'm working on and my attention has been elsewhere after the AGA version.

Thanks! I should check out karl treasure hunt :-)

Thanks for the great feedback nikosidis!

The bad music is a choice. It's supposed to mimic what you might have heard on a BBC Micro computer.

I've added some new music options to version 0.8

You can now change the samples used in all the music, although in some cases it might make the music sound even worse.

Thanks for featuring it in the April games. :-)

Thanks for posting the video, great to see it being featured. :-)

Thanks for making a video! :-)

A video showing the new palette switching and music style options in Loony Ledges v0.8

Thankyou Saberman. These videos really help us developers! Don't do a video for 0.12b as nothing has changed other than I hope the game is more compatible now! XD

Thanks for letting me know! I was maybe in too much of a rush getting this release out finally. I will try to repro all those issues and come up with a fix for them. There is so much to test that doesn't always show when testing on emulator. I may know what the issues is when selecting control modes. I did change something there.

That's great thankyou! I'll hopefully have the first AGA version done by then, and the OCS version will be getting a bit of a visual update also.

Hi! The timings for reading CD32 pads on real hardware can be tricky but I should be getting a real A1200 to test on soon and I will try to get a CD32 pad also.

The timings work fine in UAE and miSTer however so it has been difficult to know where the problem lies.

Was it the latest version 0.11 you tested? I noticed that some of the timing delays had been optimised out in older versions.

So I'm aware there is an issue and I will try to address it as soon as I can.

Meanwhile can you give me any more details? When did the fire button stop working? In the frontend menus or when playing the game? Did the 4 fire buttons work for a while and then stop working after some time or did only 1 or 2 of the fire buttons work?

Ha! I'd love to do a boxed version of Echodrome. The plan is to get an AGA version out which I am working on now using 8 bitplanes for the effects.
After that I intend to make more levels + bosses and potentially add some new gameplay modes also.

Thankyou Retro-o! Will that be issue #28?

Thanks for letting me know. I plan to get back to development soon and I will test this issue. It could be the fire button only works for 1 of the joysticks. I will investigate.

Latest is version 0.11. The game has 9 levels and a boss fight and a lot of replayability. I plan to get back to development soon. An AGA version is on the cards and more levels.

I tried running the exe with WinUAE+P96 and it ran fine for me. Are you running ClassicWB_UAE?

Demo now available!

Hey thanks so much for your tribute! To get 4 button pads working in MiSTer I think you need to tell it you want to emulate a CD32 Pad and then select 4 Button mode in the game Options. CharlieFAR on Twitch played it like this. I noticed you were collecting a lot of mines in your playthrough. A few people have asked me to make them easier to see. I will have a think. You have a new subscriber.

Thanks for making the video. Your Amiga setup is really cool.

That's one configuration I've not tried. I will look into it. Thanks.

:-)

Thanks for including my game in your compilation! :D

Thanks as always Saberman! Version 0.11 is out which improves the music (to the best of my ability) and has a jazzed up game over screen and hi-score entry screen with fireworks and it's own music.

Further details in the Changelog.txt

Thanks! And thankyou for the compatibility report. That is always helpful information.

Version 0.11 is out now which is a bug fix version which tries to improve compatability. (e.g. Memory allocation should be more OS friendly.)

Version 0.11 is out!

Thanks for the review and kind words!

Thanks! Give it a good rating if you haven't already. There is still a bit of time. 🙂

This game has it's own abstract style which I like. But can't help thinking a different control method might have worked out better.

I played the game for the longest time on Keyboard and it's actually one of the easiest control schemes. Once you get used to it you can change your shooting direction quicker than joystick.
If you have a 4 button gamepad and UAE, an A500 Mini, or miSTer then the CD32 Pad Input Style should work which is the next best thing to twin stick.

The adf should have been bootable but I can forgive you for that. I really liked the player sprite, it had a lot of charm and reminded me of Basil Brush. (If you don't know look him up.) Games don't need to have amazing pixel art and I dig your graphics. However the gameplay is pretty basic to say the least. Curiously every time the game played a sound sample my floppy drive would spin up which was kinda weird. The game is written in ASM though, which is more than I can do, and you have the source on github so I have to give you some extra points for that.

The game is totally comitted to the Tron-esque computer theme which is really commendable and you can see loads of work had been put into it. There are lots of different game modes to play hidden away in the menus also and I recommend people check them all out. Unfortunately I didn't find any of them that compelling to play. I was expecting more of a puzzle element. And the endless screens of text all with disk loading inbetween started to get a bit much. I can see some good ideas in the gameplay with the switches and conveyor belts so there is potential here, just not for me.

Firstly this game should not have been packaged the way it was, it should've been a bootable adf file or an lha of the Scorpion folder files only. (I mounted the Scopion folder as a virtual hard drive on my own version of UAE. No way I was going to run the batch file or exes in your zip!) So onto the game... It was very interesting but also very confusing. The controls feel broken. I also could not get past the Pretzel screen. Is it possible?

It's a quality game with great graphics, decent gameplay, and awesome music. Indeed it could have been my favourite game of the jam, unfortunately it runs like a dog which is really bad for mouse controls. If the game ran faster the playability would have improved immesurably, but it feels sluggish which makes the game either too easy or too hard when avoiding things. Also a shame there is AI art when the in-game pixel art is so good, (I love the look of the crab boss especially!), but both styles don't mix. Game also appears to be a copy of Ball x Pit which is great to have a version of it on the Amiga but it's not different enough to be an original game.

Fun little distraction of a game in the same vein as Flappy Bird. Some nice presentational touches. Difficult to master. Not bad!

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1 hit and 1 life is really harsh! I wanted to see more of the game but I kept hitting the walls. On a positive note it was good to see lots of enemies on screen and they all had cool designs. With more polish on the frontend screens and giving the player lives this could be very good.

I like the steampunk captain Nemo look of this. Gamplay could maybe have benefited from having distinct waves and levels. Maybe more powerups. If it was AI art on the frontend screens then it did not translate well to the Amiga and looked very grainy.

A brilliant concept beautifully realised in AMOS no less! I can appreciate the skill that went into making this. (I watched the video!) Couldn't help feeling a little bad shooting all the Dead Bunnies but then I remembered they were already dead and they were doing a very good job at making me dead! Those carrots they throw are really hard to shoot. Shooting them repeatedly in the head before they have a chance to attack seems to work best. Good effort in making something you don't see every day on the Amiga!