When Peter mentioned it further up the thread, I thought it meant the intro music and it was a classical reference
![Embarrassed :oops:](./images/smilies/icon_redface.gif)
When Peter mentioned it further up the thread, I thought it meant the intro music and it was a classical reference
Great! Thanks a lot for squashing these bugs so quickly.gabriele amore wrote: ↑Wed Mar 27, 2024 12:11 am the new version should be ok now ... at least THAT bug should have been taken care for
Thanks very much for that, and I absolutely love the cover of Hungry Like The Wolf, toogabriele amore wrote: ↑Mon Mar 25, 2024 11:05 am it has 10 levels plus a boss level (plus a training level)
you can see each one by pressing N to skip
(Q+A to restart if you need it )
Don't watch them, then? I like to know, as it's not always a straight 10 or 20, and depending on time available to play the game, if I can only get to level 15 out of 16, for example, without knowing I'm near the end, I might call it a day, but if I know there's 16, I'll stick it out some more.Daveysloan wrote: ↑Mon Mar 25, 2024 4:41 pm I don't know about having to reveal how many levels there are, there seems to be a rush to have walkthroughs & spoilers for absolutely every single element of pretty much every brand new Speccy game within moments of release (especially when Devs have spent months crafting them), so it's nice to retain some mystery, even if it's only for a few hours.
Personally, I agree. While I obviously don't want all a game's secrets spoiled before I've even started playing, I can definitely enjoy a game more when I have some idea of its size. Are we talking 5 minutes or 5 hours to complete? Knowing the length doesn't spoil it. It's like when you read a book, you always know how far through you are. Or when you check how long a movie lasts so you can plan your evening. It doesn't spoil the film!
This guy aleawys makes me chuckle! He Is so much fun!
Fear not Gab - I completed it and didn't notice any bugs!gabriele amore wrote: ↑Sun Mar 31, 2024 9:53 am oh!... pfff!
had I noticed all these problems I would have not released teh game...![]()
ok one problem may be due to the fact that i am using AGDxmini which uses 8x8 sprites to draw characters that are wider (16x16 or even 24x16 in the case of the wolf holding the sheep, using 8x8 bloxk around the 8x8 sprite).. so when they are on the edge of platform the script checks if part of the "characters"is touching the platform or not (in which case the whole character does not fall even if the the 8x8 sprite is not touching the platform). This works ok as long as you don't do sudden movements, but if you go on the edge and quickly change direction, everything gets messy... probably i should use this way of making characters (using blocks) with another AGD engine that uses 16x16 sprites...i will see about that next time. .. as far as this game goes i don't see a good way to fix the problemcmal wrote: ↑Sat Mar 30, 2024 9:40 pm Oops, I ran into another bug. This one causes you to have to reset the computer or skip to the next level. It can be reproduced on the Next as well as on an emulator.
It happens on level 1. Here's how to reproduce the bug:
1. On level 1, pick up any sheep
2. Get yourself in front of the ACME truck, then move left so that you wrap onto the right side of the bottom level.
3. walk over the gap and you will become an ever-changing jumbled animated mess. I couldn't get out of this except by pressing N for next level.
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Yes, theoretically. I put a lot of effort into optimising my music to keep the game under 48k. Pity the final game doesn't run on 48k.