People are still making stuff for the Sinclair related machines. Tell us about new games and other software that runs on the Spectrum, ZX80/ZX81, Pentagon and Next.
The Millipede entry in that link doesn't look right:
1. It looks like the same game as Megapede. Should it not be combined with Megapede?
2. The translation is called Ciempies, but that is not listed as an AKA.
3. The entry mentions an Atari licence, but I can see no evidence of an official licence.
Cosmium wrote: ↑Mon Dec 24, 2018 3:58 am
Yes I uploaded a .tap file of the game today for those who prefer a tape file - it's available on the Quadron download page along with the .sna
Cheers. I'm mobile only until after the hols, but I'll get it then.
I didn't realise until I collated Quadron for the last update, but you are this Andy Beale aren't you?
I never got very far, but I spent countless hours on Microbot BITD. You should make a redux version!
Yup, same one!
In Microbot there was that sense of lots to take care of, yet you couldn't be everywhere at once which makes for quite a challenge. That idea was taken a lot further with Quadron. But by adding the collectable objects the player can overcome some of this and it gives the game a more strategic element I think!
The Millipede entry in that link doesn't look right:
1. It looks like the same game as Megapede. Should it not be combined with Megapede?
2. The translation is called Ciempies, but that is not listed as an AKA.
3. The entry mentions an Atari licence, but I can see no evidence of an official licence.
1. Yeah, it should probably be combined. I think Millipede was the same game, but got renamed for sale in Spain.
2. Listing it as an AKA sounds reasonable!
3. No, just a clone (along with all the others )
Apart from the choice of keys and no redefine option, I think this is a great game. There's a lot more to it than Microbot, and if you find the instructions a bit impenetrable to begin with, just start off and remember that the goal is to shoot every alien in the map (press space and it's the top middle red square). The power ups and what to collect become clear with time. If you take too long for each attack wave, then scary dudes on hoverpods come and get you.
If it was released BITD, I would have spent at least as many sunny afternoons playing this as I did with Microbot!
It's proper great that this game has been not only rescued, but given a bloody good scrape and polish.
Can you see yourself making any more Speccy games Andrew?
R-Tape wrote: ↑Fri Dec 28, 2018 3:07 pm
I've finally had a chance to play this properly.
Apart from the choice of keys and no redefine option, I think this is a great game. There's a lot more to it than Microbot, and if you find the instructions a bit impenetrable to begin with, just start off and remember that the goal is to shoot every alien in the map (press space and it's the top middle red square). The power ups and what to collect become clear with time. If you take too long for each attack wave, then scary dudes on hoverpods come and get you.
If it was released BITD, I would have spent at least as many sunny afternoons playing this as I did with Microbot!
It's proper great that this game has been not only rescued, but given a bloody good scrape and polish.
Happy to hear you like it.
R-Tape wrote: ↑Fri Dec 28, 2018 3:07 pm
Can you see yourself making any more Speccy games Andrew?
I decided to encourage the developer (his games were among the first I ever played on the Spectrum, 35 years ago!) and purchased the game. Looks and plays quite nice, it's simple enough to grasp but not shallow, there are several nice touches in both appearance and gameplay, like the different weapons and items.
R-Tape wrote: ↑Fri Dec 28, 2018 3:07 pm
I've finally had a chance to play this properly.
Apart from the choice of keys and no redefine option, I think this is a great game.
I know it was a long time coming, but I just put the finishing touches to a redefinable keys option for the game. I kept the option of the 'Ultimate' style keyboard layout for those who prefer the original, and then there's the new choice to redefine. I also included this update in the demo version, which has also been uploaded to itch.io.
Was a bit of a battle finding the space to fit the new routine but I think this addition along with the recently added +2A/+3 compatibility (thanks to Ast. A. More pointing out common +2A/+3 gotchas) mean I feel the game is satisfyingly complete (well, enhanced from its 1988 form, really) and I'll be able to move on to the next (ZX) thing.
Cosmium wrote: ↑Mon Feb 10, 2020 12:28 am
I just put the finishing touches to a redefinable keys option for the game.
Awesome! However, yours accepts the same key for all controls. If you’re interested, I wrote a (fairly) compact routine a while back that checks for, and rejects, the same key for different controls.
Another usability issue you might want to address is the fact that you don’t show all the controls at once. It’s not always easy to judge which keys you want to select, if you don’t know how many a game requires. Best to show all the available controls at once, and let the player plan ahead, especially if your game’s controls go beyond the standard LRUDF.
Every man should plant a tree, build a house, and write a ZX Spectrum game.
Cosmium wrote: ↑Mon Feb 10, 2020 12:28 am
I just put the finishing touches to a redefinable keys option for the game.
Awesome! However, yours accepts the same key for all controls.
...
Another usability issue you might want to address is the fact that you don’t show all the controls at once.
You're quite right. Trouble was, it was hard enough squeezing in this existing code without these extra frills let alone with them! So given the space limitations it seemed like a decent compromise that if the player makes a misstep whilst redefining the keys, they can press '2' again from the menu and quickly redo them