Thanks! I'm glad you got it going. The music comes from the Sega Master System version (as it shares the SN sound chip with the BBC) but I also have a musician helping with the project to make custom sound effects and some new music.
Ahh, I should have called this out - I'm so familiar I just see past it. At the moment the player sprites are half vertical resolution to save memory and have been quickly auto-converted from the Apple II sprite data - this has caused the sword to disappear in some frames. My goal is to get as many as possible back to full resolution (RAM dependent) and they will all be touched up for the BBC screen resolution & palette by our artist.Norbert wrote: ↑February 12th, 2018, 1:57 amIn fighting stance, the sword in waiting (horizontal) position seems invisible (black?).
The potion bubbles need minor changes, for instance the left potion here has blue bubbles, and the bubbles of (big) life potions should be more to the right - more centered above the bottle.
Thanks for the info about the potion bubbles - is there a standard colour scheme used to indicate what effect each one hsa on the player?
I think that's a fair point! Updating the keyboard handling has been on my list for a while. The cursor keys on a real BBC machine are not very conveniently placed, so I wasn't going to support them, but you've made me realise that many people won't ever play this on anything other than a PC, so supporting PC style controls makes a lot of sense. I think I'll add SHIFT to also be the action key so there are options on both sides of the keyboard.Norbert wrote: ↑February 12th, 2018, 1:57 amI'd playtest more, but would need:
- an action key on the left side of the keyboard,
- to be able to use cursor keys (either on the numpad or the arrow pad).
That's just for me though; other players may not mind - or even enjoy - the current setup.
I don't like to cross my arms/hands and don't like the angle/slant of the alphanumeric keys.
The latter isn't a problem for the first few levels, but there's no way I'll attempt, for example, level 8 like this.
The other known issue to be aware of is that saving the game with CTRL-G does work but only if the disc image is not write protected. I have yet to implement error handling so the game will crash if it is unable to write to the disc - not a very handy save game feature! You can turn off disc write protection from the File > Disc Options menu on BeebEm. Load the save game with L on the title screen.
Thanks again for your feedback, it is much appreciated.