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Itizso

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A member registered Sep 05, 2019 · View creator page →

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Okay, I took a closer look at the code and figured out the issue. 

The check for a hit on the player was being done as the enemy's missile arrives at it's last position on the screen. The check should actually be done when the missile is about to leave it's last position. This will then give the player 1 extra game tick to get out of the way.

I've patched the public release with this change.

Thanks again for your contribution and helping to improve this simulation!

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Thanks for testing! Also thanks for the additional note about falling into the water. I wasn't sure from watching the video on YouTube if you could fall into the water by pressing left, so thanks for letting me know. Also, I saw the topic you created with the more detailed description for it.  I've archived that topic to keep this one for all the Diamond Hunt related feedback. 

Okay, I've now updated the public release with all the changes you tested, as well as a fix for the issue of falling in to the water when moving left.

Thanks again for helping to improve the quality of this simulation. I've credited you on the game page for your contribution.

Let me know if you own any of the other games in the Triscreen series and would like to contribute. I've already created some  initial prototype builds that you can preview. 

Deep Diver
Deputy Den
Rabbit Hop

 

Hey there. Thanks for the feedback. I'll take a look.

Thanks for the feedback! I've created a topic for this in the community forum and uploaded a test build there with these changes for you to try out.  

Warper74 provided the following feedback on Diamond Hunt:

In Diamonds Hunt, on real hardware, when you hold right or left while jumping, the character will go to the held on direction at the very moment he lands back, in your simulation, he doesn't move at all after landing back unless you press a direction again.

Also, in the grotto, I noticed the snake can kill you, which is not possible on real hardware while you are in the grotto.

Would it be possible to fix these inaccuracies?
Thanks for your amazing work by the way!

Thanks for the feedback Warper74. I always appreciate any feedback that helps improve the accuracy of these simulations.

I've made these changes in a test build for you to try out. Let me know if it behaves like the real hardware.

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Hi lupinoxpYou can message me through the discussion forum.

You're welcome. Enjoy!

Thanks for playing! Be sure to check out RetroFab for more handheld games.

I would love to add Shark Attack. 

I already have all the assets to do it, including the screen artwork and packaging. Just need to find better scans of the manual. 

If you know of anyone who can help with better quality scans, please let me know.


Thanks!

Okay, fixed the issue with the scoring if there's a double enemy hit just as you qualify for the bonus round. 

Also, thanks for your note (pardon the pun) about the missing lower pitched chime in the bonus round. I completely missed that. Also, in adding that, I realized I was awarding the 50 points immediately, but it should actually be awarded only after the enemy explodes and when the lower pitch note chimes. So thanks for that.

I've promoted the dev build to production with all the changes.

Here's the change log for the release:

  • Enemy speed is now 30% faster than the previous release for each level. The speed does not increase after Level 7.
  • The probability of an enemy firing increases with each level, starting with 33% chance in Level 1 and increasing to 66% in Level 7.
  • A bonus round starts exactly after scoring 100 points in any level.  
  • The 50 points for an enemy hit in the bonus round is awarded after the enemy explodes.
  • A lower pitched note plays when points are awarded in the bonus round.

Thanks again for your notes on this simulation. I've credited you on the game page for your contribution :)

Thanks Matt. It should be easy enough to clamp the score to ensure a round ends on a multiple of 100. I'll do that when I have some free time. Thanks again for helping to improve this simulation.

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ooh, yeah, way too fast ;) 

okay, I've upped the speed a bit more in the dev build and increased the chance each enemy fires to 1 in 1.5 (66%) . This does mean you can get 3 enemy missiles on screen at once, but at least one of these should be a step behind the other two.

Remember you can always increase the speed even more through the game settings menu [F3] :) 

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Thanks for your suggestion for improving the simulation. I've added a topic for this in the community forum and created a dev build with some changes to the difficulty progression for you to try out.

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Cosmoguy2k suggested increasing the difficulty progression for Sky Attack. 

I've updated the dev build to increase the enemy speed by 20% for each level up to Level 7. After Level 7, the speed remains the same as Level 7 as per the original game. 

I've also increased the frequency of enemy fire for Level 7 (and beyond) so the chance each enemy fires is now increased from 1 in 3 (33%) to 1 in 2 (50%).

I've set the dev build to start at Level 7 for testing purposes. 

Let me know if this change should be released into production.

Thanks! Enjoy :)

Thanks! Glad you enjoyed it.

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Oh, wow. This looks really interesting. I love the design of this handheld and how it folds out into a mini arcade cabinet. 

I found some more info on it here:  https://info.sonicretro.org/Sonic_Adventure_(LCD_game)

Apparently there were 5 games released in the Tiger "Arcade Table Top" series, all ports of games from Sega's Dreamcast home console.

Thanks for the suggestion!

Thanks! Enjoy :)

Have you tried the "Add To Collection" link in the top right of this page?

Hi! Welcome to your island ;-)

Thanks for the suggestions. The fighter now rotates as it banks right and left. And I just released  another prototype with the Pause and Restart buttons mapped to the gamepad, so this latest build of River Raid has it now too. Use the Select button on your gamepad to pause and the Start button to restart the game. Future updates will have a setup screen to reassign keyboard and gamepad mappings :)

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Ah, rats!  Sorry about that. After some testing I figured out the issue . It does clear misses at 500, but only if you had misses when you reached 200. If you manage to reach 200 without scoring any misses,  then it won't clear misses at 500, because the code is still stuck waiting to clear misses at 200 :( I think this is what might have happened to you?

I've updated both builds now with a fix so it should be working properly. Thanks for playing and letting me know about this issue!  It's very much appreciated.

Thanks again for your Elektronika scans mate.  I've credited you for their use in the simulation of Merry Cook  :)

Great! Let me know if you find out more about it.

Thanks. Looks interesting. Do you own this game or is it something you came across on the internet? 

I'm hoping to get a longer gameplay video to improve on the accuracy  of the difficulty progression. And, I'm not sure if this in the actual game, but I think the rabbit should automatically jump up on to the rope if the player stays on the ground for too long (otherwise they could stay there indefinitely). Either way, I'll be releasing it as a Homebrew on RetroLab since it was never released as a physical LCD game as I've recreated it in this version.

Thanks! I've seen this game in the G&W-style widescreen form factor, but never in the form factor shown in this manual. Looks interesting.

Thanks! I appreciate the feedback :)

Oh, these look really interesting. I'll definitely do some research on them. Thanks for the great suggestions and for the links to the resources!

Hey Flyzy. It actually is quite fun to play :) You can try out an initial build here.

Thanks again for your suggestion. 

You can try out an initial build for Pinkie Rabbit Land here

I've taken the liberty to add some G&W style features like the time, alarm and ACL functions. 

I've implemented the gameplay based on the link to the video you provided. I probably need a longer video to figure out the difficulty progression, but for now (just for testing purposes) the maximum number of enemies on screen increases when the score reaches 20, 60 and 100 points. The speed also increases as the score increases.

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Thanks for the great suggestion! 

Let's give it a try :)  

I'll put together a  initial prototype with the resources you've provided and we can take from there. 

Thanks!

Thanks for playing!

You can find simulations of a lot of them here :)

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Thanks for playing and for the great suggestions :)

Thanks. I'll investigate.