It is a shame your game had to be taken down, but you have done the right thing, since they are the copyright holders. I was asked about whether or not I was interested on a specific C64 game project myself, but declined to develop it due to the same reason and also the complexity of the game design.
Sorry if this game has disappointed you. I wanted to try and give it an old retro arcade feeling, so a parallax star field was made to make the invaders much easier to see. There are flashing effects in the game, but that is only when you carry a smart bomb on the level you pick it up - and activate it by pulling the joystick down.
I made this game as part of a game coding tutorial/feature for Scene World. The idea was to try and make things as simple where possible, but still keep the power element features inside.
I gave Randoom 2 a go on my U64 last night. The game has nice graphics, some good music and the game is pretty much like the first Randoom, which works well. The power ups in the game enhance it even more. I was quite addicted to this game last night and want to say well done. I look forward to the next game.
Thanks for that, and yes there is a sequel coming later on this summer (August). The third installment will be my very last in the LI series :)
SEUCK games are games that have been developed using the Shoot Em Up Construction Kit. Let's Invade 2 was not developed using the shoot 'em up construction kit, or enhanced as a SEUCK game. I programmed it myself :)
Nice game. I liked the training simulation part, where you take on a giant bug and attempt to defeat it. I also like the second part of the game (the main game) which is a great homage to Centipede. The game is playable, and very challenging. I would love to see a front end presentation with logo and hi score table/detection, but of course I cannot ask for everything ;) Well done.
Ah, okay. I just checked out V1.1 and ... wow ... I am really impressed with the new features featured in this. I am hoping to have a play around with this some time after my main programmed game projects has finished in about 5 or 6 weeks time (Although the game project will not be released until August). :)
Thank you. This game originally started as a game tutorial project in 2018, then later in 2018 Saul jumped into making the graphics for this project for the RGCD 16KB Cart compo 2019. A few years later I decided to make the game even better by adding a hi score table. It was really good fun to develop.
Superb. Thank you for sharing this in your video. I feel very proud with what Saul and myself achieved in developing this game. This was one of my longest projects originally started in 2017. Things went really bad in 2021 where I lost all my data. I managed to salvage work from 2017 and restarted the project with Saul. It took a while to create, but it was really worth the effort :)
Great port of the all time classic. I think you have done a fantastic tribute to one of my all time favourite arcade classics. I always loved Space Invaders as a child. I do have a suggestion for a future update if you are able to update it in the foreseeable future. There is one screen missing, which is the score advance table, featuring the aliens and the scores per alien shot. Perhaps you could place this before the menu, and pressing fire jumps to the menu with the game options.
Wow! awesome. I checked this utility out. I did have problems at first, but I got it working at the end. After experimenting with an example standard SEUCK game using this scripting tool. I found it great fun. The possible features mentioned in the manual are amazing. I like the smart aim, enemy hunt player, and scroll acceleration feature. With the acceleration feature, it could be possible to do things like racing games, pursuits, etc.
For me, the only downside is that this tool will not work on games created using the Sideways Scrolling adaptation of SEUCK (Both, Jon's Left scrolling version, and Martin's Right scrolling version). It would be interesting to see if in the future a version of the SCK could be made for those versions of SEUCK.
Anyway, keep up the good work. This kit is really awesome. I just need to make a game for it :)
Great tool. I love this tape tool and had loads of fun creating special tape loaders for specific TND games and other tools out of it, especially the Alpacalypse loader. There is one feature missing, whether or not it is important I don't know. Before loading each file, there should be at least a 2-5 second gap with no pulse between each file on tape. When I did some .tap files without using a disk to tape function, I had to use audio based software to create the gaps manually the re-convert to a TAP image. Do you think TTB can save this extra task and feature the gap option in the near future?
It has been a very long while (nearly a year) since I last submitted an entry for the RPI+Phaze 101 game jams. I'm very pleased to have developed this masterpiece.
Now that the submission deadline is over, I am very happy to give you all the digital download of this game. In order to respect the compo rules I have not released the complete CBMPRGStudio BASIC+ML project source yet, but after the video has been shown I will add it to my GitHub page.
I have been working on my own version of this game this week. The BASIC code is more or less complete for the main game engine. What I am currently looking into now is enhancing the program with additional graphics, and add title music to the game. PBASIC in CBMPRGStudio V4.5.0 has been extremely helpful for me :) The final result will be launched on deadline day.
The first Mike Mech was good. This game is also good, but a lot harder than its prequel. I like how you transformed Mike Mech 2 into a form of a multi-screen arcade platformer. The game play and the sounds are good, but I do miss music in the title screen. Anyway, it is a nice game, and I have to say "well done". I will definitely be playing this game again some time. :)
I have the original on a C64 compilation tape by Imagine (Taito's Arcade Hits) and loved Bubble Bobble. The game is fantastic. Looking at the new graphics you have made, the game looks even nice and possibly close to the arcade. Also it still shows the game still keeps its charm with the C64's game play mechanics unchanged.