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-
- Preface
- ~~~~~~~
- Yep, it's Dynablaster ... again.
-
- You see, to be a registred developer Amiga Technologies insist that you have
- released at least ONE commercial game or ONE PD-game. And since I plan to be
- a registred developer, I have to release this ... sorry. So, please, no
- flames, I *have* to release it.
-
- This game is (as far as I can remember) about two years old. It's not
- particulary good, but at least it's made in assembler. There are a few(!)
- bugs, which you'll just have to live with (see below).
-
- I planned to make Friends a big game with lots of different things. Then
- Masterblaster was released ... and BlitzBomber. Now I really cannot see the
- point. On the other hand I must say I'm not quite pleased with either of the
- above mentioned game. Although both are great, they feel a little slow.
- Masterblaster is by far the best, although the graphics could be more
- colourfull. Anyway, if you really (really!) want to make another Dynablaster
- clone, just contact me (especially if you can draw). Adress at the end.
-
- Although bug-ridden and rather ugly, I seem to recall Friends can be rather
- fun for a while. Give it a try. But PLEASE don't send me any bugreports. I
- know, okay?
-
- Let me hasten to tell you that my code is a lot(!) better these days... So
- are the games I try to make :)
-
- The same rules apply, as with any other Dynablaster clone. Squash the other
- players with the bombs. To be more specific:
-
- Controls
- ~~~~~~~~
- Although it is rather slobby of me the control method are nondefineable.
- The controls goes like this:
- Player One (top left corner) uses joystick in port two.
- Player Two (top right corner) uses joystick in port one.
- Player Three (bottom left corner) uses arrow keypad, and return to drop a
- bomb.
-
- It's a sad fact that I haven't got 2 joysticks. I mean, come on, I'm
- making a multiplayergane and I only have one joystick. It's feeble.
- Never the less I feel confident that the controllers work. I haven't
- checked player two as well as I might (since it required unplugging my
- mouse), so if a bug shows up there contact me.
-
- Bonus Icons
- ~~~~~~~~~~~
- Extra bomb : Well, it pretty obvious what this one does.
- Extra explosion : Extends explosion-radius with one.
- Freeze : Freezes the other players for 5 seconds.
- Speedy : Speeds the player up for 10 seconds
- Phoenix : The baddies return from the grave.
- Smiley : Reset ALL the bonuses the other players have collected
-
- Friends work on
- ~~~~~~~~~~~~~~~
- My A1200HD, and I would imagine little else :)
- Seriously, any A1200 should do, although an accellerator might freak it a bit
- out (I made it before I got an accellerator myself). As always no GFX-boards
- allowed :(
-
- Known Bugs
- ~~~~~~~~~~
- By far the worst bug is when you exit ;) To exit the game you just press the
- left shift key. DON'T DO IT! Since my code back then was quite terrible, I
- must have forgotten to free all the memory. In any case I corrupt the memory
- map. You'll have to reboot.
-
- The enemies are *not* intelligent. This means that there is the
- possibility that they will run into some sort of loop. You see, they are
- controlled by a lookuptable which determines which way they should go. And
- if the chosen direction is blocked by boulder it will pick the next
- direction on the list. Theoretically the list can tell the enemy to go into
- a 'loop', and it will just run between to point on the screen. I have made
- the table rather large, so I don't expect this to happen. It is a
- possibility, though.
-
- If the game should be fair, the bonus-icons would appear randomly. They
- don't ...
-
- When two bombs are activated at the EXACT same time, the bombs will
- sometimes be a little messed up. Hopefully this bug is out now, but if you
- see it, let me know.
-
- When you have picked up the speed icon, you can sometimes walk through
- bombs. It *is* a bug, but I can't be bothered to correct it.
-
- Now being a friendly sort of person, I have tried to make Friends as
- userfriendly as possible. For example, when you walk around in the
- labyrinth it would have been difficult to walk between the block unless you
- stood on a precise coordinate. So what I have done is to try to guess your
- intent, and steer the player in the right direction. This has resulted in a
- glitch. When you pick up the speed icon, the player will make some sort of
- break dance when he encounters a barrier. It's just cosmetics and it works,
- but it looks fairly stupid. Sorry.
-
- Warranty
- ~~~~~~~~
- None what-so-ever.
-
- Some other stuff
- ~~~~~~~~~~~~~~~~
- This game is Public Domain or Freeware or whatever ... In any case, you can
- do with it what you like, except to alter it in any way. Then again, why
- would you want to?
-
- Contact
- ~~~~~~~
- Yep, this is my official I-NEED-TO-BE-A-REGISTRED-DELVEOPER-game.
-
- If you can draw or have any ideas about a game (no texture or vector stuff,
- please, I don't have a clue how to do it), please contact me at:
-
- ajensen@diku.dk (preferably) (untill june)
-
- or
-
- diku2803@diku.dk (untill june)
-
- Or write me a nice oldfashioned letter, and send it to:
-
- Allan Lund Jensen
- Hovmålvej 76-3
- 2300 KØBENHAVN S.
- DENMARK
-
- P.S. Isn't it weird, that you have to make a game before Amiga Technologies
- will give you the information for you to make one?
-
- P.P.S. I guess the is the first DOC file you have read, where the biggest
- part was the bugs-section ;)
-