And one more very enjoyable game for the competition ZX Dev...
https://planetasinclair.blogspot.com/20 ... lator.html
Ninja Gardening Simulator
- Andre Leao
- Bugaboo
- Posts: 3153
- Joined: Mon Nov 13, 2017 9:28 am
- Location: Portugal
- Contact:
- blueowl0708
- Drutt
- Posts: 29
- Joined: Fri Oct 26, 2018 9:55 am
Re: Ninja Gardening Simulator
Bump!
I've just released a fairly hefty update for this. Various bugs squashed, some nice new features and a bit more polish. I'm sure it's done now, time to work on something else
Available on itch as before:
https://blueowl0708.itch.io/ninja-gardening-simulator
Changelog for v1.5:
- 4 new game modes, individual high scores maintained for each
- Beeper tunes if the game is loaded on a 48k Spectrum / 128k Spectrum in 48k mode
- Better collision detection when ninjas are close to the ground
- AY music loops tweaked
- Proper ULA+ pallete defined
- Player now has 2 victory dance animations
- Bombs 'explode'
- Game no longer crashes on ZX Omni if loaded in 128k mode
- Selecting Kempston no longer registers false inputs if a kempston interface isn't connected (now possible to select Sinclair mode on a +2!)
- Enemy speed is now recalculated inbetween rounds, rather than during gameplay after the wave changes
- Fixed an issue where the hit counter would sometimes fail to update during gameplay
- Kempston users can now exit the game over screen by pressing fire (rather than requiring a keyboard press)
- Enemy death animation speed fix
I've just released a fairly hefty update for this. Various bugs squashed, some nice new features and a bit more polish. I'm sure it's done now, time to work on something else
Available on itch as before:
https://blueowl0708.itch.io/ninja-gardening-simulator
Changelog for v1.5:
- 4 new game modes, individual high scores maintained for each
- Beeper tunes if the game is loaded on a 48k Spectrum / 128k Spectrum in 48k mode
- Better collision detection when ninjas are close to the ground
- AY music loops tweaked
- Proper ULA+ pallete defined
- Player now has 2 victory dance animations
- Bombs 'explode'
- Game no longer crashes on ZX Omni if loaded in 128k mode
- Selecting Kempston no longer registers false inputs if a kempston interface isn't connected (now possible to select Sinclair mode on a +2!)
- Enemy speed is now recalculated inbetween rounds, rather than during gameplay after the wave changes
- Fixed an issue where the hit counter would sometimes fail to update during gameplay
- Kempston users can now exit the game over screen by pressing fire (rather than requiring a keyboard press)
- Enemy death animation speed fix