Carrier Command, DOS - Second Impression
Uploader Comments (JimPlaysGames)
All Comments (39)
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Certainly left an impression on me despite not fully grasping every strategy aspect I remember once when arriving at an island, that i witnessed what must have been a good 40 or more enemy craft buzzing around. I was astounded because the framerate was still holding up well - A500 - and frankly it shouldn't have. Never seen it since and just put it down to being a bug. Anyone else had this amazing event?
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@gadgetmind when programming with rem statements on the speccy, do you get any clue why a game crashes or do you just have to remember the last thing you typed in?
When im programming I can print out variables to a debug log , is there anyway of doing that with a speccy or old PC? you could print them out to the screen but when the game crashes you cant see them anymore :/
looking forward to 'story of carrier command' :)
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@slenkar Regards web page, I'm typing up "The Story of Carrier Command" and might put it up somewhere. Believe it or not, Tank Duel, Star Strike, and Star Strike 2 were coded on the Spectrum by typing Z80 assembler into REM statements. Bombs? I don't recall what we did if an exception went off, but the final stages on the ST version were tense beyond belief. A few bug fixes did get slipstreamed, but I don't recall many crashing bugs.
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@gadgetmind thanks for answering all my nerd questions,
if you created a webpage with all this information it would get thousands of people looking at it i bet,
I owned a speccy as a 10 year old, did you develop speccy games on the pc? did you use a cable to transfer the game to the speccy?
Did you get tired of seeing those bombs when the ST version crashed?? :)
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@slenkar Yes, initially using a commercial system called PDS, which was great for Z80 work but the 68k version was a bodge, however, we eventually switched to our own development tools. In 1989, we started a new company that specialised in dev/debug tools, and that's the company I still work for, though it was acquired by Sega in 1994 and Imagination Technologies in 2001.
And a year isn't bad when you're starting with zero existing code AND you're having to invent the game as you go along.
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Do more?
Fireburnin21 7 months ago
@Fireburnin21 might do :)
JimPlaysGames 7 months ago
I'm fairly sure the Amiga version did have the warp function if you entered "the best is yet to be" cheat. Could be wrong of course but it's what i use on my 360 bio - being i remembered entering it often. The ST version didn't have it and was released earlier i believe?
Adropacrich2 7 months ago
@Adropacrich2 sadly the time warp function was indeed missing from the Amiga and ST versions, due to the publishers pushing for a release date before it was ready. I discovered this when one of the original developers made a comment on my previous Carrier Command video (username: gadgetmind), which was really cool.
It's a shame that publishers will often force the release of a game before it's ready, especially when it cuts out a necessary feature to make it playable.
JimPlaysGames 7 months ago