I wonder how much the framerate drops when you add enemies and music to that?
Zamuel_a wrote:I have tested it on several real machines and emulators so it should work
lotek_style wrote:WOW! Great attempt! Finally somebody who does not code a puzzlegame (because it's easier )
Btw. Very deep in the tunnels, in a room where there's some kind of pulsing platform between two low pillars, with some pipes overhead; if you jump up, the game switches to some other place, but the player character isn't anymore visible. I guess this isn't intended:
Zamuel_a wrote:No that was not intended Have to see if I can figure out what happened. I guess this is the elevator room. If you press down when you stand on the platform, you will go to the next area, but that one is not finished, so the game will krasch if you get deeper in there
The graphics are also of a very high standard. Are they all original or are there some borrowed tiles as well?
I played on a MSTE, NTSC. I do not know if the game forces 50hz upon launch or simply stays with whatever the desktop is set to.
Zamuel_a wrote:In many rooms you have more than 16 colors at screen at once. A good place to see this is in the lava rooms there you can see the room getting "hotter" the closer to the lava you get. Another fun example is the corridor with the mushrooms. The floor has one palette, the ceiling another and the mushrooms a third.
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