To make a runnable single file version, You will need Dir Master and Exomizer V2.0.9 or higher on your PC. Usually with SEUCK games, the first file on disk is the boot loader. The second file is the main game. Extract the main game file from the D64 using Dirmaster, and then export it as nameofgame.prg to Exomizer's win32 directory.
Next go to the command prompt and use:
cd:\exomizer\win32
Then type in:
exomizer.exe sfx $4245 gamename.prg,$0900 -o gamename+.prg -f "lda #$00 sta $4244"
This will crunch the game to be runnable as a single file from BASIC.
A very good platform game, with great music. Well done. Nice co-op production with Odie/Cosine. I hope we see more new stuff from you in the near/distant future. If you'd like a better tape loader for this game featuring music and a koala paint picture. I have one in my showcase, which you could use. However, that is entirely up to you :)
This game sort of reminds me of Sea Wolf in a kind of way. It looks and feels like a classic game from the 1980s. The only thing I suggest is that sound effects for explosions should not use the example instruments used in Goat Tracker. Instead, a "boom" sort of sound should be used for explosion. This could be something like:
(Goat tracker/GT Ultra)
Attack decay: 0B
Sustain release:00
Waveform: 01
01 81 93
02 FF 01
Still, a nice attempt. I'll pop this into my U64 collection.
Thanks
I played this game while helping the Zzap! team fix / test my new disk menu for the Zzap! 64 Micro Action covermount. I love the loading bitmap and the intro music. I am glad the main game music was kept from the original as I would have been lost without it, since I bought the original in a C64 "Taito Arcade Hits" games compilation by Imagine back in the past, The game graphics are polished, and the game characters are still cute. This game deserves a classic looking tape loader like Visi Load, (I have a tape loader that looks a bit like that loader in Totally Tape 1 called Totally Mad . I remember the original Bubble Bobble using Bleepload.
I gave this game a try last not on my Ultimate 64. Although I am not into strategy games/RPGs, I found this one to be fun. It felt quite original, and the quest for ultimate survival suited this type of game. I almost reached the end of the game. I had only one more step to take, unfortunately the rest of my tribe and myself got savaged by the sabre tooth tiger. I was surprised how well I was doing on my first go. The music is great also.
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.
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.
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?