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/  Forum Index
   /  General Technology (No Console Threads)
      /  [C64] QUOD INIT EXIT
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klx300r 
Re: [C64] QUOD INIT EXIT
Posted on 10-Jun-2016 20:31:04
#41 ]
Elite Member
Joined: 4-Mar-2008
Posts: 3165
From: Toronto, Canada

@saimo

no words just

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c64-2sids, A1000, A1200T-060@50(finally working!),A4000-CSMKIII
! My Master Miggies- Amiga 1000 & AmigaOne X1000 !
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AspireOS= Amiga on my netbook!
X1000 I BEL

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Jupp3 
Re: [C64] QUOD INIT EXIT
Posted on 10-Jun-2016 21:04:14
#42 ]
Super Member
Joined: 22-Feb-2007
Posts: 1202
From: Unknown

@saimo

Quote:
Eventually, I couldn't stay away from developing for long.

Welcome back!

Meanwhile, I released Stacken Blochen, Towards Infinity, Basic Instinct, The All-Seeing and Ritualist. (Last 2 from weekend long hackathlons, Ritualist was sadly left rather buggy, but "complete enough" to prove that the game concept sucks, and isn't worth any further development).

Also, Basic Instinct is a C64 Basic demo (#1 at Zoo 2015), just to make your expectations low enough

And of course, there might be something new coming this year aswell...

Last edited by Jupp3 on 10-Jun-2016 at 09:05 PM.

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saimo 
Re: [C64] QUOD INIT EXIT
Posted on 10-Jun-2016 23:37:22
#43 ]
Super Member
Joined: 11-Mar-2003
Posts: 1990
From: Unknown

@Lazi @klx300r

Thank you!


@Jupp3

Well done!

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saimo 
Re: [C64] QUOD INIT EXIT
Posted on 1-Jan-2017 19:49:35
#44 ]
Super Member
Joined: 11-Mar-2003
Posts: 1990
From: Unknown

To begin the year appropriately, I have just released v1.7 of QUOD INIT EXIT. Like always, it's free for everyone to enjoy Get it from its new page on itch.io (there are also AmigaOS 4 and Windows installers that take care of everything for those who don't want to fiddle with emulators).



Changes list:
* added clock (slows everything down);
* added pill (protects from poison);
* slown down score decrease;
* recalibrated probabilities of items;
* changed Zampo and turbofart design to match the one in QIE II;
* changed randomization logic;
* randomized platforms at each restart, so that they are always different;
* added fried egg;
* added a little background animation;
* touched up / updated HUD;
* removed game over message so that, at the end, the final score remains displayed;
* sped up a bit intro/outro messages;
* adapted to newer and better framework;
* optimized.

Last edited by saimo on 01-Jan-2017 at 07:56 PM.
Last edited by saimo on 01-Jan-2017 at 07:50 PM.
Last edited by saimo on 01-Jan-2017 at 07:49 PM.

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saimo 
Re: [C64] QUOD INIT EXIT
Posted on 5-Oct-2017 18:22:30
#45 ]
Super Member
Joined: 11-Mar-2003
Posts: 1990
From: Unknown

In the past 10 months or so I have been working hard on MAH v2.0. In the process, I have improved the framework that it is based on and that QUOD INIT EXIT uses as well. As a result, I adapted QUOD INIT EXIT to it, and I couldn't resist making the changes listed below. I hope you'll enjoy this new version of the game.

Get it (for free) from:
* itch.io: https://retream.itch.io/quod-init-exit
* CSDb: http://csdb.dk/release/?id=159349

Although the game is for C64, AmigaOS 4 and Windows users can install and play it as if it were a native application thanks to the install packages available on itch.io

CHANGELOG

1. Fixed mice appearing in the HUD (and maybe even worse things) due to beyond-boundary writes.
2. Fixed flagging of subsequent pill catches (there were actually counted up to 255, although that was not visible in the HUD after catching the poison).
3. Fixed screen initialization ($d016 was not initialized).
4. Fixed poo drop (if started when Zampo was in mid air, the poo would stop in mid air as well).
5. Changed points handling: now they start decreasing only after catching the toilet roll, but do it at twice the speed.
6. Changed pause controls: now [F1] pauses and unpauses.
7. Added return to BASIC by means of [RESTORE].
8. Touched up dawn, morning, and sunset skies graphics.
9. Touched up pill icon.
10. Shifted vertical alignment of text characters 1 line down.
11. Changed intro text.
12. Changed scrolltext.
13. Made a few optimizations (in particular, moved all the variables to the zero page).
14. Added a separate loader (based on the Covert Bitops Autoconfiguring Loader/Depacker) that loads the game more quickly from disk (the game itself is still a single file that can be loaded directly, so who uses other speed-up solutions does not need this loader).
15. Added EasyFlash version.
16. Touched up manual.
17. Fixed uninstall icon for Windows package.
18. Updated skies in icons for AmigaOS/Windows packages.
19. Fine-tuned CRT settings for AmigaOS/Windows packages.

Last edited by saimo on 05-Oct-2017 at 06:32 PM.

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