I just completed Frak for the Pc, A c64 and BBC/Electron from the 80's if any one remembers it. It is a copy of th c64 version, I hope everyone enjoys it.
I have added 4 extra levels form the Acorn Electron version to make from 6 to 10.
THE GAME
________
Armed only with his trusty yo-yo, trogg
the caveman must be guided around Ten
levels of awkward, scrolling platform
action. Every time he dies, a speech
bubble containing the expletive FRAK! is
displayed. Each level in Frak! is fairly
large, larger then on screen in fact,
so it's for this reason the picture has
to scroll.
The screen are composed of groups of
platforms and 'ladders' that only differ
on arrangement and graphics on advancing
a level. For example, the first screen
has actual ladders, these then change to
ropes on the second screen, and chains
on the third.
If any one has a Sid player in c what works please let me know.
Many Thanks
John
Spud_gun_jake13@hotmail.co.uk
Quick, before the nazi's with no lives get you, update your post with an embedded screenshot.
and how do it do that
thanks
john
Put it on a website 
btw, pretty faithful remake, well done. Though you do know you've posted a debug version?
One minor thing I would say, is code in cursor control for the menus as well.
Yay! We had the BBC version.
There was a hacked version too. As a kid I didn't really understand it (apart from the replacement speech bubble), but remembering it now, it's very, very wrong. Clone that, I dare ya
Yes I have seen the rude version, may be some other day.
Will be creating the New frak 2 version, A more upto date version, with more levels and monsters. more tricks
Will sort the debug version out later in the week.
Just sorted the cursors in for the Main Menu and in the game.
Thanks to all.
John.
Screenshots:
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{"name":"590688","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/8\/d\/8d7099cbe0cafc9bd5308cbad152fb0f.png","w":384,"h":271,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/8\/d\/8d7099cbe0cafc9bd5308cbad152fb0f"}
{"name":"590689","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/8\/48914c643a1d3bf0346d7406d9838fc1.png","w":384,"h":271,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/8\/48914c643a1d3bf0346d7406d9838fc1"}
{"name":"590690","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/a\/c\/ac14dad562ab71a4419cf7a42e258cd2.png","w":384,"h":271,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/a\/c\/ac14dad562ab71a4419cf7a42e258cd2"}
Doesn't anyone know that BMP isn't a good web format these days?
Screenshots:
Hmmm... you used the C64 graphics at the C64 resolution? Obviously I don't know how your code is laid out, but if possible then adding a choice to play it at BBC/Electron style size (even if not with BBC/Electron style colouring) would be nice! I think this is still how it looks in the heads of many of us:
{"name":"BBC_Micro_Frak%21_screenshot.gif","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/3\/73bf26a292ef290baf033396e435b748.gif","w":320,"h":256,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/3\/73bf26a292ef290baf033396e435b748"}
Though you do know you've posted a debug version?
I'm at work now anyway, but from this I take it you've only posted a binary? If so then would you be willing to loan out the source code long enough for me to do a Mac build?
Can do, Adding the BBC/Electron graphics is easy, the code for the BBC\E music is aready coded in the game, but I disabled it for now.
Just tell me what you all want and I'll be happy to add it.
I'll try and add some JPG's next time if it makes it easer next time!
Am not the best coder, and this is my first game, but I did it for the joy and I am learning as i go on.
Thanks
John.
Hi John.
Just tried the game out. I've never played the original so cannot compare it to the C64 version, but the game certainly looks C64'ish.
Sometimes, I found that if I get too close to a monster even though I don't actually touch it, I die. Is this bad collision detection or did the C64 version exibit this behavour as well? Perhaps you should try using pmask for pixel-perfect collisions.
Also, one thing I'd like to be able to do is to change directions mid-jump.
I also notice that the game only takes up a small area of the screen. Either you can set a lower screen-resolution, or you can zoom the graphics to fit the screen.
Am not the best coder, and this is my first game, but I did it for the joy and I am learning as i go on.
Considering the above, I'd say you did fairly well. Let's see what you can come up with when you learn more.
Anyway, it will be interesting to see what the new Frak 2 will turn out like.
Take care,
AE.
Thanks for trying the game, the game is still under development as far as it goes, just making some small changes, in file size, one of the guys want to convert it to mac.
(1) collisions, this can be turned off in in debug mode.
email me at spud_gun_jake13@hotmail.co.uk and i let you know.
As far as the game goes, it tries to stay as close to the 64 frak version as possible e.g collisions are pretty bad.
(2) Screen Area, this can be turned off in in debug mode.
Is as it would be on the 64,
The idea was to create the game as it would have been back then.
Im will making the screen full size in the next version "Son of frak (Distant Future.)" and will be making some big changes in the way hes moves, this will include Moving monsters, objects, and scrolling backgrounds and many other things. plus bonus levels in between the main the levels
Thanks for the comments, as semi programmer, I do try, and any help is very welcome.
Thanks
John.