Work in Progress

Relics: 8bit_reboot

5

was8bit 2022-08-15 23:12 (Edited)

Original game

STORY: You have been kicked out of your castle! You must collect all old relics and reclaim your crown !

Yellow #'s = your stats
Red #'s = current enemy stats

V0.30 map layout inc. enemies and relics
V0.31 gameboard finished but not tested...
V0.40 all relics are now functional
V0.41 stuck bug fixed... just attempt a move into a wall or tree and enemies will move
V0.42 beginnings of combat system... currently EZ mode...
V0.43 all enemies defined, enemy current stats appear briefly when hit

Relics reboot 0.4.nx | Open in app
2022-09-20 03:21

was8bit 2022-08-15 23:15

Maptest is strictly testing the new approach, so all items including enemies are treated as blocks...

move is made by editing the map array...

At each player movement, map is redrawn...


SP4CEBAR 2022-08-16 10:17

Woa, this is cool
I really like that all the small maps are fused into a big map
I thought I got really lucky with not getting into any attacks, but then I realized that the enemies couldn't attack


was8bit 2022-08-16 13:27 (Edited)

Thanks :) I like being different, and also seeing the player shown on the intro, and seeing that the intro and all rooms were all drawn the same one big background file, easily gave me the idea to use them all together

... also, seeing how Timo kept reloading each room gave the easy idea of how to load the whole background file into an array... it was quite easy :)

And also, the map-to-room offset Timo used also showed me how to reuse the same offset at a cell level rather than in room jumps...

... so, technically, even though it seems different, I couldn’t have made the “scrolling thru the whole thing” without Timo first working out the layout and math ;) so technically it is still his program, I’m just remixing it ;)


was8bit 2022-08-16 13:36

One thing I did redo is the gamepad code controlling the directions... as I am always sloppy with the controllers, I kept going in directions I didn’t want to... example, when wanting to go RIGHT I would at times hit up-right diagonal, and Timo’s code would convert that to UP...

My code controlling the gamepad is more intense, but it completely eliminates my sloppy thumbs, AND introduced diagonal movement ;) ... diagonal movement in my code is separated from orthogonal movement, just in case someone wanted to remove diagonal movement, they just have to add REM in front of each diagonal code and then player movement will be restricted to orthogonal..

I like the diagonal option, so it is functional in my code ;)


SP4CEBAR 2022-08-16 13:56

Nice


was8bit 2022-08-16 14:24 (Edited)

I have a loose idea of 4 stages.... first stage is also last stage as player has to complete all stages to retrieve a key which lets player unlock castle to reclaim castle and win the game

Stage 2, Timo’s area, Stage 3 currently the big empty space to the right will have pickups player need to level up and maybe traps etc, and Stage 4, the small area with the key, to be guarded by a ton of enemies...

Just a loose idea right now ;)


SP4CEBAR 2022-09-18 14:21 (Edited)

I love the seemless title screen
Ohh, and there are scorpions now
Also by moving diagonally, you could sneak through enemies

From

Player enemy
Enemy

To

. . , . . . enemy
Enemy player


SP4CEBAR 2022-09-20 19:23 (Edited)

I want all the loot! All of it! :)

I like that the game ends on the title screen

I got stuck at the end: when I picked up the crown, two enemies happened to block off the hole, so the player couldn't move anymore, and the game wouldn't tick


was8bit 2022-09-20 20:53

Getting the crown will eventually end the game... I will add some sort of game ending ... like removing all existing enemy pieces, brighten the sky, and add a text like “you won your kingdom” ... something like that.. ;)

I will look into the “getting stuck” situation, just in case it happens elsewhere as well ... thanks for the heads up :)

And thanks for testing the game out :) I am currently working on a VERY basic battle code...

i will take a cue from an old dnd game and allow a player to simply relocate back to start to allow finishing the game rather than outright dying... having to move thru the whole map again is perhaps a fate worse than death ;) At least you won’t have to refight enemies, all will remain the same, I might give player like 80% of their last highest hit points or something like that upon being sent back to starting point...


SP4CEBAR 2022-09-20 21:05

At least it's better than having to start all over again when you run out of lives


was8bit 2022-09-20 21:08

Exactly ;) I always loved that feature of that one old dnd game... its 3d... if u scroll thru my stuff you see a few attempts I have made for that old game I love ;)


SP4CEBAR 2022-09-21 10:47

Cool!

Also, most of the space in your description is taken up by "https://lowresnx.inutilis.com/topic.php?id="
I think it'd look better if you'd format it in hyperlinks like this:
[Text](link)


was8bit 2022-09-21 13:57

Neat trick :)

How do i keep separate lines from clumping together, i have to add a blank line in between them


was8bit 2022-09-21 13:57 (Edited)

Like
this

Not like this


SP4CEBAR 2022-09-21 14:27

I usually put two spaces and an enter at the end of a line, that seems to work


SP4CEBAR 2022-09-21 14:27

Like
This


was8bit 2022-09-21 16:02

Yea, that works.. thanks so much :D


SP4CEBAR 2022-09-21 18:40

np


AstonBrown 2022-11-06 08:03

wow this is amazing
how did you manage so many enemies


was8bit 2022-11-06 09:38

The original game is Timo's , but i have changed alot of things...

I use and read the actual graphics used in the Background editor file to load the types and locations of each enemy into arrays...

DIM GLOBAL MAP(128,32)
DIM GLOBAL EHIT(128,32)

As the game plays, i use the arrays to store the location and strength of each enemy...


was8bit 2022-11-06 09:41

Because each moving thing "jumps" from cell to cell, i can get away with this approach... it everything was moving smoothly pixel by pixel, it would be horribly harder to keep track of everything, and also hard to show on the screen...


Awsa 2022-12-23 15:12

But how did you manage to make the enemies move while the map is moving?


was8bit 2022-12-24 03:35

I will eventually finish this game, but life has me under the mill stone right now...


was8bit 2022-12-24 13:58 (Edited)

Oops..... actually, i am using these to track all changes

DIM GLOBAL MAP(128,32)
DIM GLOBAL EHIT(128,32)

Then reloading the visible screen....

.... sorry, i often experiment with different ways of doing things... i misremembered this one...


was8bit 2022-12-24 14:05

So, if i am rembering correctly, only one thing allowed per position... be it an item, an enemy, a wall, or player...

The EHIT is used to track each enemies hit points, so when enemy moves position in MAP() their hit points in EHIT() must also move with it... abit cumbersome but different , which is what i am experimenting with here...


JudgeGroovyman 2023-01-24 14:59

This is awesome! I got all the way through but got stuck on the door right before the crown. I'll go look at the map to see if I can figure out what I need to do.

Its hard to believe there is so little code and that this uses so much map data. I love it. Its so clever :)

P.S. I changed lines 238 and 239 to make the enemies HP go down by the same number as the players ATTACK.


was8bit 2023-01-25 04:16

... yea, i actually need to finish this game... sorry... I get soooo distracted sooo easily ;) will make this my focus to finish this one first :)


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