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In 2015 we gave a particular point out to Retream’s Arcade homebrew of ‘ QUOD INIT EXIT ‘, a C64 sport that had a cute little pig, a lot of fast-paced fruit and was so vibrant you’d’ve been foolish to not load it up on a C64. Thankfully it appears to be like as if the workforce wish to proceed the piggy greatness, as we’ve simply been instructed by twitter, that not solely is the creator nonetheless engaged on the sequel of QUOD INIT EXIT IIo, however as of proper now you’ll be able to play the newest preview, a preview which appears to be like bloody good too!
When we featured QUOD INIT EXIT IIm which is the minimal-sized (16 kB) sequel to QUOD INIT EXIT, we mentioned that the sport was total a enjoyable, quirky, lovely and tough, however extraordinarily addictive model new sport to your C64. Well in case you cherished QUOD INIT EXIT and it is smaller sized sequel, you will be happy to know that this model of the sport as llo is not only a a lot greater sport. But will comprise colourful excessive decision background and sprites, full display, free-positional sub-pixel 50 fps scrolling, a easily animated foremost character, cool background animations large maps (2048 pixel huge and from 848 as much as 928 pixels tall), and a hilarious introduction and ending within the type of brief tales!
Preview 5 (11.10.2022)
- * Made the sport over set off as quickly because the stomach meter turns into zero (earlier than there was a grace interval of about 5 seconds, however the truth that the sport continued whereas the stomach meter was zero seemed plainly mistaken).
- * Changed the principle coloration of Zampo’s darkish pores and skin.
- * Added 4 extra baddies.
- * Added a zone-complete transition.
- * Made the portals sides graphics distinctive to every zone.
- * Made many velocity and reminiscence optimizations.
- * Touched up some music devices.
- * Started including the logic to limit the zones selectable within the frontend to these already reached.
- * Fixed an off-by-one bug within the cartridge driver that brought about a further web page to be copied from ROM to RAM when the part measurement was a precise a number of of 256.
- * Fixed an off-by-one bug within the sprites multiplexer, which brought about multiplexing to be achieved one line too early, thus corrupting the underside line of sprites in some circumstances.
- * Fixed/optimized the collision detection of Zampo in opposition to meals/drinks (a change made simply earlier than releasing the earlier preview may trigger the collisions to be missed when the objects had been flickering earlier than disappearing).
- * Fixed the collision detection when Zampo is incorporeal (Zampo may collide in opposition to meals/drinks/baddies as a consequence of the system for dealing with Zampo’s pores and skin launched by the earlier preview).
- * Fixed the everlasting flashing of Zampo when he caught a spinach can whereas he was already in STEEL mode and the mode was about to run out.
- * Fixed the portals graphics replace and a CPU load peak within the FUN PARK zone (a routine was lacking a closing jmp, so the portals graphics replace was triggered additionally when it ought to haven’t been).
- * Fixed the abort perform (it didn’t work correctly when Zampo was not in regular mode and didn’t zero the stomach meter).
- * Wrote the FUN PARK and FORTRESS zones music.
- * Worked on the FUN PARK zone map: expanded it; improved/prolonged the graphics.
- * Worked on the CLIFFS zone map: made it 80 pixels taller (now it’s 2048×928 pixels); prolonged rather a lot the underground half; added a portal related to a brand new location; added a puzzle associated to the brand new portal (the portal is damaged and Zampo should restore it after discovering the lacking piece); modified the design in some locations; improved the graphics.
- * Worked on the FORTRESS zone map: made it 32 pixels taller (now it’s 2048×880 pixels); prolonged the underground half; touched it up in a number of locations.
- * Worked on the frontend: modified emblem design barely; improved vertical spacing of parts.
- * Worked on the documentation: prolonged/improved the handbook; modified barely the colour scheme of quickstart information and handbook.
- * Worked on the intro: mounted a few issues within the textual content.
- * Worked on the zone introduction display: mounted the preliminary colours of the letters (they had been all black).
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