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Eat the Fly
- Andre Leao
- Bugaboo
- Posts: 3189
- Joined: Mon Nov 13, 2017 9:28 am
- Location: Portugal
- Contact:
Re: Eat the Fly
Love it - simple, oldschool, cute.
Note for DB - still in development - don't add yet. There's something wrong with the 10 level demo (or me) - the first level has 0 moves allowed which overclocks to 255, and the second level has "1 0" moves, which equates to an impossible 1.
Note for DB - still in development - don't add yet. There's something wrong with the 10 level demo (or me) - the first level has 0 moves allowed which overclocks to 255, and the second level has "1 0" moves, which equates to an impossible 1.
- Lee Bee
- Dynamite Dan
- Posts: 1433
- Joined: Sat Nov 16, 2019 11:01 pm
- Location: Devon, England
- Contact:
Re: Eat the Fly
A game that very much "does what it says on the tin".
Re: Eat the Fly
I got the same, and I die after completing level 1. Comments aren't open on the itch-io page, so I can't state this there.R-Tape wrote: ↑Sun May 12, 2024 9:05 pm Love it - simple, oldschool, cute.
Note for DB - still in development - don't add yet. There's something wrong with the 10 level demo (or me) - the first level has 0 moves allowed which overclocks to 255, and the second level has "1 0" moves, which equates to an impossible 1.
- ParadigmShifter
- Manic Miner
- Posts: 981
- Joined: Sat Sep 09, 2023 4:55 am
Re: Eat the Fly
I'm sure it will be easy to hack though if you run it in an emulator.
You either want to find out where the initial number of moves is read from and change the values or else where it checks whether the moves has exceeded the limit (every time you move I guess - so start out looking for routines reading the keyboard and progress from there).
I'm sure a poke will be available at some point or a fix.
EDIT: I'm guessing this is how Bethesda handle their releases too
EDIT2: Last time I mentioned a bug to Andre the author fixed it pretty quickly anyway and we had a good discussion about perimeters of ellipses
You either want to find out where the initial number of moves is read from and change the values or else where it checks whether the moves has exceeded the limit (every time you move I guess - so start out looking for routines reading the keyboard and progress from there).
I'm sure a poke will be available at some point or a fix.
EDIT: I'm guessing this is how Bethesda handle their releases too
EDIT2: Last time I mentioned a bug to Andre the author fixed it pretty quickly anyway and we had a good discussion about perimeters of ellipses