home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
EnigmA Amiga Run 1997 July
/
EnigmA AMIGA RUN 20 (1997)(G.R. Edizioni)(IT)[!][issue 1997-07 & 08][EAR-CD IV].iso
/
earcd
/
game
/
shoot
/
dvmxdem2.rea
< prev
next >
Wrap
Text File
|
1997-05-03
|
3KB
|
75 lines
Short: A tribute to Xevious! Second Release
Author: Claudio Mazzuco (picard@marina.dei.unipd.it)
Uploader: Gabriele Favrin (gfavrin@mbox.vol.it)
Version: 2.0
Type: game/shoot
/X\X\X\X\X/X\X\X\X\X/X\X\X\X What is Divumex? X\X/X\X\X\X\X/X\X\X\X\X/X\X\
This is a preview of a game I am being developing. It's a vertical shoot'em
up, designed as a tribute to Xevious, a game produced by Namco and Atari in
the early 80s.
X\X\X\X/X\X\X\X\X/X\X\X\X\X/X New Features X\X\X\X\X/X\X\X\X\X/X\X\X\X\X/X/
Here follows a "what's new in there" list. I won't mention the countless
minor ones, which are anyway noticeable while playing.
- The game area is twice as long. Now the demo runs for nearly 11 minutes
(if you ever manage to see it all without dying :) against the 5 minutes
of Demo #1. I'll further enlarge it anyway.
- Now there's a score and an high score. The points per enemy rates are
temporaneous and most probably they will be readjusted.
- Now the player has more than a single life. Previously the game ended as
soon as you were hit.
- I added more new graphics, trying to add a 3d effect with shadows,
embossing etc. I have to say that I'll heartily accept anybody willing to
help me drawing graphics, mainly because I don't feel I'm an artist, and
my drawings might have a poor quality.
Obviously your submissions must resemble Xevious and respect some
technical parameters which I'll promptly reveal to anybody interested.
- New enemies are present, both going by land and by air, and I even added
some unvisible enemies which yield 500 points each when hit. To find
them, just shoot when the crosshair turns red, not being any visible enemy
under it.
- Enemy movements are slightly more complex now: while the previous version
featured straightlined movements, now there are more smart routines to
accomplish them. For instance, some aliens suddenly start moving after
being still for a hile, other ones attack you and then quickly escape,
other ones even try to avoid your bullets.
- Bullet movement is closer to reality. Enemy bullets always fly at the
same speed now, regardless to the distance between them and your ship.
- The Start Screen has been replaced by one painted by Andrea Doimo.
- Upon demand I removed the 'wait until disk activity ends' requester,
which was actually crashing under 1.3. If anybody knows how to implement
such a thing still keeping 1.3 compatibility, in assembly, then please
contact me.
= Claudio Mazzuco =
============================= Archive contents =============================
Original Packed Ratio Date Time Name
-------- ------- ----- --------- -------- -------------
8623 3947 54.2% 25-Mar-97 01:10:46 +Divumex_eng.doc
8754 3854 55.9% 21-Mar-97 00:30:48 +Divumex_es.doc
579 320 44.7% 21-Mar-97 13:53:50 +Divumex_es.doc.info
12214 5167 57.6% 19-Mar-97 12:18:40 +Divumex_ita.doc
579 320 44.7% 21-Mar-97 13:53:50 +Divumex_ita.doc.info
628 267 57.4% 21-Mar-97 13:54:36 Divumex_Demo.info
337836 77744 76.9% 21-Mar-97 13:33:36 +Divumex
5238 468 91.0% 21-Mar-97 13:53:50 +Divumex.info
579 322 44.3% 21-Mar-97 13:53:50 +Divumex_eng.doc.info
-------- ------- ----- --------- --------
375030 92409 75.3% 25-Mar-97 18:14:48 9 files