Eolair
I am become death, the destroyer of worlds
OMG! *downloads*
DialTone posted on Sep 29 2006 at 08:46 PM said:OK, downloaded now, and looks like you're making some real good progress This was by far one of my favourite C64 games back in the day.
I did notice a couple of niggles though... I realise that this is a WIP of an early version, so perhaps some of these issues are now moot, but here goes...
1. Initial Loading appears a little slow? If this is due to preloading of files etc, might be nice to either show a progress bar, or even just a "Please wait" type screen. If it's not due to that, perhaps my GP2X needs a rocket inserting somewhere
2. Love the "Controls" screen I suppose it would be nice in due course to be able to configure the buttons used, but frankly with 2 "action" buttons, this is hardly a requirement imho. The "Back" item at the bottom though might better be replaced with "PRESS X TO GO BACK" - It's not immediately obvious otherwise (Yes, I know the rotating logo is meant to represent that the selection is ready to be executed with "X", but as it's the only selection, it's a little ambiguous)
3. The Vehicle Price List is a little small on my screen to be easily readable - would benefit from being edited and made a little larger imho
4. Ditto the list of equipment - the icons are great, but the text is a little teeny-weeny.
5. The "Continue" option to start the game (having equipped the car) is all well-and-good, but perhaps it would be nice to allow "START" to be pressed instead as a simpler alternative?
6. When moving the Ghostbuster person when "on-site", the controls seem to be suffering from "missing diagonals". Makes it quite cumbersome to move them.
7. Detection of ghost entrapment seems a little "vague" right now (i.e. you can effectively miss by a fair bit and yet the ghost is still caught in the trap) - perhaps this should vary based on difficulty?
8. The trap and ghostbuster disappear following a successful entrapment (you already mentioned this one)
9. The message "You have no traps left" etc. are pretty tiny and could perhaps do with being enlarged?
10. A personal thing - the buildings flash blue prior to being "haunted" - hopefully this is difficulty-based, as part of the challenge is in remembering which buildings are "due" to go red, in which order, and when
11. Missing marshmallow man (You already mentioned this one)
That's it for now PLEASE don't think I am trying to be anything but constructive with the points above. You've already done such a great job porting this remake - Thanks!!!
Good Job!
Tony
sbt posted on Sep 30 2006 at 07:12 PM said:I had aplay of this today - great stuff indeed. My only problem was the ghost was quite hard to see when you're ready to set the trap - it could have been due to quite strong sun on the screen. I have to agree with a couple of the comments above - could do with the writing a little larger if poss.
Don't Cross The Streams!
smila posted on Oct 5 2006 at 10:32 AM said:hello there ,
i did the gfx on this remake and its great to see someone porting it across.
all i ask for is that you credit us and that its free.
if you need any gfx that you cant rip just let me know and i'll be happy to send it over.
just tried it and its coming on great - love the extra sound fx .
edit - we are doing a post portem of the problems we had and how i did the gfx etc , if anyones interested i'll post a link when its done
smila posted on Oct 5 2006 at 10:32 AM said:hello there ,
i did the gfx on this remake and its great to see someone porting it across.
all i ask for is that you credit us and that its free.
if you need any gfx that you cant rip just let me know and i'll be happy to send it over.
just tried it and its coming on great - love the extra sound fx .
edit - we are doing a post portem of the problems we had and how i did the gfx etc , if anyones interested i'll post a link when its done
I kinda hit the opposite problem with my dodgy coding, the ghosts wouldn't go anywhere after the mallowman disappeared. =Dsmila posted on Oct 5 2006 at 01:51 PM said:We had a nasty bug when mallowman appears for the 3rd time , the bloody ghosts wouldnt form up and the game just froze . took ages to fix that one.
smila posted on Oct 5 2006 at 01:51 PM said:Ive got an account code you can put in which give you the flying delorian (back to the future) loads o money and the ability to add money and pk when ya want so getting to the end bit can be done in seconds.
As long as you promise not to pass it on to anyone else , we are waiting a while till we release it.
I know, I love the way you extended it into what it should have been. The original 80s version finale was too short and didn't involve much. I vaguely remember seeing an 'extra screen' on the C64 version though... I think the speccy version ended straight after the mallowman, but the C64 had the top of the building with the 'cross the streams' bit. Maybe I am wrong?? I have the C64 ROM but haven't got around to playing it yet.smila posted on Oct 5 2006 at 01:51 PM said:The orig version didnt have a final battle so we decided to add one.