Added:
One extra frame of ticking bomb, now takes a fraction of a second longer for the bomb to explode and gives everyone that fraction of a second to run away.
New pick-up feature:
The Detonator: When a player collects it, all active bombs within the arena are detonated.
Bombs that are in the process of popping up from the arena floor are not affected.
If you see it, get in quick as it will survive for a short while, before being destroyed by the arena.
The Tryantulas can press the plunger too......
----Danger UXB----
- Small diamond graphic appears in the left status panel when the main diamond has been picked up.
- main diamond now has yellow background.
Keyboard/joystick setup page.
---- Multi-direction on/off ----
New option to have the diagonal input on/off with joystick and selected key inputs.
Player 1 press A
Player 2 press S
Player 3 press D
Player 4 press F
The screen will show either a 4-way arrow graphic or 8-way arrow graphic under the player character.
Due to keyboard conflicts (real and emulation) ASWDX and IJKLM are set to 4 way input only
- they will automatically switch to 4-way when selected. No 8-way movement for ASWDX or IJKLM.
Kempston, Sinclair, Fuller, QWERT and QAOPM/Space can have 4-way or 8-way input selected.
Note: the player does not move diagonally, it just registers a diagonal input and might make the game easier for some people to play. The graphic will jump around when they are in a corner, this is perfectly normal.
If you want all 4 players on joysticks with multi-direction (8-way) on then it is best to use Sinclair 1 and 2 with Kempston 31.
For the forth player you will require:
a) COM-CON interface set up as QWERT, or just use QWERT on the keyboard. (Com-Con works with interface 48k, 128k, +2 grey only)
b) K-55 interface (see Joefish) - it is a modified Kempston interface.
c) Kempston 95 (see velesoft) - requires DivIDE with RTC interface.
d) Fuller interface - this may clash with the Kempston 31/K-55/Kempston 95 input though - be careful.
Remember to switch on the 8 way input for each player, if you want it.
-- Pause Game --
Now works on the intro/story screen of Tryantulas. I had coded it so that the game did not pause
on this screen, however, I've moved the pause message up the screen and it now works.
Pressing 'G' pauses the game
'Y' quits to title screen
'N' returns to the game
'R' changes 2D / 3D mode.
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