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Haplo

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A member registered Jan 23, 2020 · View creator page →

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This was the last port to finish?

I will send you an email.

Good job! What's left now? Playdate?

Thank you, it is clear now.

Thank you. One more question: let's say the suggested donation value was $5, and someone donated $3. If the full version becomes $5 paid , what will happen to that person? Will he/she 1) get access to the full version, 2) will have to pay $2 more, or 3) will have to pay the full $5? Thanks.

Hi all,

I have offered the preview version of the game I'm currently working on (Nixy 2) as "$0 or donate". If I change the final version to "Paid", will the people who donated to the preview version be able to download the full version, or will they have to pay again? The file name will be different, in case it matters. Thanks.

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Thanks!
Not really a bug...during the development I used the SHIFT key for a clean exit back to the desktop, and I left it in there.

Thanks. I've added a note about the Low Resolution configuration.

As for the high-resolution version, Shift uses the Line-A emulator for the software sprite. I will have to check if it works in he high-resolution configuration too.

Hey, both ports should be possible. I'll take a look when I find the time.

Thanks.

Hopefully Amiga, and maybe Atari ST.

Good job! 

You should try the Windows (or Linux) version, it uses OpenGL shaders to render the lights realistically.

You are becoming a Tenebra expert!

Yes, I have submitted it for the catalogue, but it looks like the process will take a while.

Thank you! Submitted Tenebra for MS-DOS.

Thanks for your support! I have submitted it for the catalogue, still waiting for the response.
However, unfortunately I wasn't able to announce it on the Playdate dev forum, probably because I am totally new there. Please help spread the word!

There you have it! 
https://h4plo.itch.io/tenebra-pd

Yeah there are a few corner-case issues with the ladders.

Hello! Can I submit my game Tenebra that was recently ported and released in the "DOS Games July 2024 Jam"? It is a 24KB .COM file.

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Thanks for your support. I have already started looking at the Playdate platform, as I know nothing about it!

I've been intending too. Maybe now is a good time to take a look at it. Thanks for the nudge.

NES port already exists. You can get ROMs from here and the physical cartridges from here and here.

Yes the short way to finish 17 was unintended. A couple of other levels have the same issue. They were fixed in the Amiga version.

Thanks.
I'll try to put together a playable demo for public consumption.

Thank you sir! All the ports have the same levels. C64 was the original version and has its own charm. The Amiga version has the best sound effects, and the Atari ST Hi-Res version has the best graphics. I'd say pick a version which is the easiest for you to set up the emulator for.

There is also an NES version available.

Or just play the Windows/Linux version which uses OpenGL shaders to render light and darkness more realistically.

Yes, that's the plan.

On purpose. The gate, blade and plant "rest times" are a constant time plus a small random offset.

Hello! Thank you very much for your very generous support so far! I really appreciate it.

The joystick input should be handled by the Orx engine directly. I'll ask in their support forum regarding your OS and joystick configuration.

As for the footsteps, if you find them annoying you can rename/delete the sound files "walk1.wav" to "walk5.wav" from the "Tenebra\Res\Sounds" directory.

Is it possible to export the map in 16-bit format as a binary file? If not, can you please add this feature? Thanks.

Not at the moment, but maybe!

Yes, it runs on a stock Amiga 500.

Thanks, this was most entertaining!

Thank you. A third of the puzzles were from Antony Lavelle, the rest were designed by me.

The latter...

This is so cool! I'm glad you liked the game and thanks for your support!

Thanks, I'm glad you liked the game! I hope you'll like my other games too.

(By the way, you commented on the wrong page, this one is for the NES version)

No, that's the expected behaviour. You have to switch your Atari to Hi-Res mode first.

In Hatari, press F12 to open the configuration window, then click on "Atari Screen". In the new window choose "Mono" under "Atari monitor". Click on "Back to main menu" then on "OK", then "OK" again. The emulator will reset into the Hi-Res monochrome mode. You can play the Hi-Res version then.

Possibly, I'll take a look. In the meantime, if this happens press R to go back to the information screen.

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No, the issue is not the available RAM. The first hurdle is that Atari supports only 128 characters (tiles), while this game uses 256. This means the text mode used on C64/Plus4 cannot be used on Atari, and the 6502 code base needs to be changed to switch to graphics mode on Atari and manually render the tiles to the screen.

The second limitation is that Atari only allows two colours in the 320x200 screen mode, while C64/Plus4 allow 16/121. This wasn't a problem on Tenebra and Shift because they only use two colours, but Binary Battle uses more. This means that either some of the features need to be dropped for Atari, or the whole interface needs to be redesigned to fit in one of the smaller resolutions and the 6502 code base changed to deal with it.

So although an Atari port is definitely possible, it will not be straightforward.

Yes, that's the intention. Let's see!

Sorry for the confusion, the NES binaries have their own separate page now: https://h4plo.itch.io/tenebra-nes