

So let me know what you think about it.Following the robbery incident, Ryan broke down in front of Leanne as he explained his dream to head away.Ĭonfiding in her, he explained that he felt he was going to die when the gun was pulled on him, but didn't see his life flash before his eyes as most do because he didn't feel he had a life worth of that.Įmotional, he explained that he had so many big plans for his life but didn't want to die just 10 minutes from where he was born. I would like to add some music to the Nutmeg game before upload it on aminet. My next conversion shows how colorful the Backbone game can be:īTW. We need a new engine to make games like GDevelop or use a hollywood for that.
#Insidia story how to#
If we add the option "Push Player Also?" it stops the horizontal collision with blocks.Īnd how to create a new game without even ramps, which I need for my other conversion (Nutmeg).īut after all I am happy what I achieve due to many limitations. If we set for example Right (Speed 2 Pixels per Frame) and during the game the player moves faster than "auto scroll" the scrolling of the screen is not smooth.

Many added options in Backbone do not work properly like "auto scroll". If we save fans as an "animated tiles" we can use innumerable amount of them on the screen but only 10 can be animated.Īnd the next problem of "animated tiles" can have up to 4 frames but fan has originally 9. If we wanted to use them as objects in the game, we can use only 60. In the original Insidia game there are more than 240 animated fans. We have to collect an object (live, energy, item) and release one space.
#Insidia story free#
If we use all 60 objects per level, our enemies will not be able to shoot (lack of free objects). maximum 60 objects (items, enemies) per level maximum 10 animated tiles on the screen no AGA support and games used 32 colors work to slow As a bonus I've included "source" - you just need to copy to the Backbone folder. Then I joined it in one module using Protracker. The game in 16 colors works too on 1MB Chip if the mod: "LevelMusic_insidia.mod" is replaced by another (smaller).Īs I am not a musician, I have converted the entire soundtrack to 8SVX 5512 Hz (mono) and cut it to pieces, I reduced the color palette to make the game work faster on slower hardware. I also created my own set of block for easier transfer of screens. There are no black tiles or even tiles for 1st and 2nd background.Īll 3 backgrounds are ordinary 640x480 transparent pictures uses the same pattern.īackbone has a limited number of tiles so I had to create a seamless texture instead of 1st and 2nd plan. The original game uses a 640x480 resolution and variable color palette for each screen ( see photo). Why is it so important? The player must know where he falls before jumping. SVS displays 2 lines of blocks under the player, CVS displays 3 lines of blocks under the player, still not enough. We have two options: "Slide Vertical Scrolling", "Chunky Vertical Scrolling". The original game was designed for a static screen, unfortunately Backbone offers only scrolling screen.

Instead of letters:J (Jump),D (Double jump),S (Speed),W (Walljump) I could only add extra lives (L) for beginners. The only way was exit game after losing all lives by adding a second menu. Sometimes it will freeze the player for a "few" seconds (tested on WinUAE).īackbone has a lot of bugs, even a simple thing like changing the default Topaz font can cause a memory leak (1Mb/minute) so I left the topaz font on the top panel.Įven the score points (Collected Toolboxes) are not reset after the death of the player. The whole game is one a huge map (220x150 blocks!) with a huge number of objects. In places where a double jump is needed, I added a rope so you can not get stuck. I know this is a pity but Redpill is not better choice. Backbone is very limited, it does not offer features such as: double jump, walk/run, savings, hot keys (T - teleport, M - map) and more.
