Short: A tribute to Xevious! Second Release Author: Claudio Mazzuco (picard@marina.dei.unipd.it) Uploader: Gabriele Favrin (gfavrin mbox vol it) Type: game/shoot Version: 2.0 Architecture: m68k-amigaos /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 - The Start Screen has been replaced by one painted by Andrea Doimo.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 =