hmm you shouldn't be blocked by anything on that level. I'm wondering if it's a bug! NOooo.. :/The thing that's killing you is the Screamer (that broccoli looking thing haha). If you get within a certain radius, it'll scream and take health from you. I didn't realise it was rapid firing like it is.I wish game balancing was allowed during this debug week. Ah well. It's the one thing I wish I'd spent more time on.
That sounds like a bug fix rather than a balancing thing if it's running amok. Surely no issue being allowed to fix that before the end of bug fix week?
The thing that's killing you is the Screamer (that broccoli looking thing haha). If you get within a certain radius, it'll scream and take health from you. I didn't realise it was rapid firing like it is.
The "invisible wall" or whatever Imerion encountered sounds like a bug but I can't reproduce it at all on itch.io.
Quote from: Derron on April 03, 2019, 01:37:50 PMYou shouldn't use semi-transparency for the ghost - the image above has 65 colors.Removing the ghost (drew a black rectangle above it) I still see 58 colors.Dunno how this happens and if this is allowed to get "bugfixed" during this week (For me it would be ok - maybe you did not "color pick" your colors but used a "looks like this green" workflow). I did not check it further - but some "ground tiles" look darker: did you by any chance tint them individually ("SetColor 200, 200, 200" before drawing them to make them a bit darker) ? If so - just remove that tint ("bugfix").Ahh yeah. I forgot to mention that. The only time I was going by C64 colour limits was in MultiPaint. That was enough of a challenge for me haha NOTE: I've attached the dungeon graphics sheet I was working with (some test stuff in there..) to show it can be loaded straight into MultiPaint.Once in the engine, I kind of gave up on colour palette limits. The floor is drawn at half transparency over a black background, while some tiles are drawn with even less, for a bit of variety. At full brightness, I felt like my eyeballs were being stabbed ;pThe transparency of the ghost was quite important in this game but I never got to implement that side of things...Thanks for checking it out
You shouldn't use semi-transparency for the ghost - the image above has 65 colors.Removing the ghost (drew a black rectangle above it) I still see 58 colors.Dunno how this happens and if this is allowed to get "bugfixed" during this week (For me it would be ok - maybe you did not "color pick" your colors but used a "looks like this green" workflow). I did not check it further - but some "ground tiles" look darker: did you by any chance tint them individually ("SetColor 200, 200, 200" before drawing them to make them a bit darker) ? If so - just remove that tint ("bugfix").
@craigd - Incase you are missing this in your other thread :Yeah, 65 colours is way above the palette provided for the C64 - Sorry but you're going to have to fix your game before the week of bug fixes closes on Sunday 7th @ 23:59:59 GMT. You posted the correct sprite sheet so you'll have to change over to that and get rid of any alpha sprites as that increases colours too. As stated in other threads, if an entry has a colour or two by accident then that will still be valid entry but 65 colours will not as that's unfair to the other entries.