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Omnimaga
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TI Z80
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Rogue Z80
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Topic: Rogue Z80 (Read 30620 times)
0 Members and 1 Guest are viewing this topic.
calcdude84se
Needs Motivation
LV11
Super Veteran (Next: 3000)
Posts: 2272
Rating: +78/-13
Wondering where their free time went...
Re: Rogue Z80
«
Reply #105 on:
July 24, 2010, 01:22:01 pm »
On topic, any progress lately?
How's it been going?
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"People think computers will keep them from making mistakes. They're wrong. With computers you make mistakes faster."
-Adam Osborne
Spoiler
For
"PartesOS links"
:
I'll put it online when it does something.
mapar007
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Elite (Next: 700)
Posts: 550
Rating: +28/-5
The Great Mata Mata
Re: Rogue Z80
«
Reply #106 on:
July 24, 2010, 01:27:43 pm »
I haven't coded anything yet since I returned from Corsica... Shame on me :S
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Raylin
Godslayer
LV10
31337 u53r (Next: 2000)
Posts: 1392
Rating: +83/-25
I am a certifiable squirrel ninja.
Re: Rogue Z80
«
Reply #107 on:
July 24, 2010, 01:38:08 pm »
@mapar007: LOL. I'm just learning that game. I just died from a LV 1 Floating Eye.
«
Last Edit: July 24, 2010, 01:38:46 pm by Raylin
»
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Bug me about my book.
Sarah:
TI-83 Plus Silver Edition [OS 1.19]
Cassie:
TI-86 [OS 1.XX]
Elizabeth:
TI-81 [OS 1.XX]
Jehuty:
TI-83 Plus Silver Edition [OS 1.19]
Tesla:
CASIO Prizm
mapar007
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Posts: 550
Rating: +28/-5
The Great Mata Mata
Re: Rogue Z80
«
Reply #108 on:
July 24, 2010, 04:18:15 pm »
If you're a warrior, kill him with arrows or oil flasks. As a mage, just pwn him with magic missile.
(also: download the spoiler files. There's a guide or two in there. It's really useful and will save you loads of frustration.)
My first death was against a battle-scared veteran in town.
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
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Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Rogue Z80
«
Reply #109 on:
July 29, 2010, 04:50:13 am »
I hope this project doesn't die
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mapar007
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The Great Mata Mata
Re: Rogue Z80
«
Reply #110 on:
July 30, 2010, 04:31:37 am »
Right now, I'm planning stuff for next year's exams, which come in September/October. I won't be able to get done a lot
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DJ Omnimaga
Clacualters are teh gr33t
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Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Rogue Z80
«
Reply #111 on:
July 30, 2010, 04:44:24 am »
Ouch I see, what kind of stuff are you planning?
I hope you aren't gonna quit calcs
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V1mes
LV3
Member (Next: 100)
Posts: 83
Rating: +7/-0
Ma-Heki!
Re: Rogue Z80
«
Reply #112 on:
August 04, 2011, 02:48:08 pm »
hey maybe you could take your existing code for this and port doom the roguelike
see here:
http://doom.chaosforge.org/
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Nom nom nom
Spoiler
For
Do a barrell roll
:
Hours of fun!
http://www.youtube.com/watch?v=cIx1NCvb5TU
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Rogue Z80
«
Reply #113 on:
August 04, 2011, 04:05:33 pm »
Holy necropost batman, it's not even halloween yet!
I guess that might be an idea, although it would certainly not be Mapar007 who would work on it, since he left the forums a long while ago.
«
Last Edit: August 04, 2011, 04:05:49 pm by DJ_O
»
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TIfanx1999
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Re: Rogue Z80
«
Reply #114 on:
August 04, 2011, 05:02:32 pm »
@V1mes: Please check the last post date when posting. This thread has been inactive for over a year, and as DJ_O said, the author no longer visits here regularly. Welcome here by the way. =)
«
Last Edit: August 04, 2011, 05:03:11 pm by Art_of_camelot
»
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mapar007
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The Great Mata Mata
Re: Rogue Z80
«
Reply #115 on:
May 01, 2013, 04:14:05 am »
Ladies and gentleman, you might ask "Why is this dude posting in a thread that's been dead for 1.5 years?".
Because PROGRESS!
I've started to slowly revive this little pet project of mine. I'll be coding away throughout May, but June will be calmer due to exams. Just don't expect me to perform any miraculous feats; my skills have rusted a lot so I'm spending loads of time debugging.
So anyway, monster movement AI now mostly works (save a couple quirks).
Current working features:
- Moving around the map/collision detection
- Monsters move and attack the player (the @ on the map)
- Can pick up items
- see inventory and equipment
- look around without moving/losing a turn
- Can battle/kill monsters/get killed by monsters
EDIT: keep in mind, most graphics/menus are still in the "placeholder" phase. Rest assured that the game will look better when finished. Graphics aren't my top priority now.
«
Last Edit: May 01, 2013, 04:16:33 am by mapar007
»
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DJ Omnimaga
Clacualters are teh gr33t
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Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Rogue Z80
«
Reply #116 on:
May 02, 2013, 02:17:19 am »
THat is great! I am glad this is revived
. As for the graphics I don't mind them since they are similar to the 68K one. Some grayscale would be nice though (assuming ThePenguin77's routine/tutorial works for the regular 83+)
Welcome back!
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mapar007
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Posts: 550
Rating: +28/-5
The Great Mata Mata
Re: Rogue Z80
«
Reply #117 on:
May 02, 2013, 03:57:17 am »
More progress to report!
I've implemented a random map generator. (Algorithm used:
http://kuoi.com/~kamikaze/GameDesign/art07_rogue_dungeon.php
)
I turned off items for the demonstration because random item placement hasn't been implemented yet, which caused items to get stuck in walls. I already have a routine that populates the level with monsters, so writing an item placement routine shouldn't be that hard.
I also made the death screen less shitty and replaced the wall tiles. Let me know what you think.
EDIT@DJ: I'll see what I can do about grayscale. Never worked with it thus far, but AFAIK my tilemapper should support it with a few edits. It'll also be a good excuse to rewrite my key input loop, which is a giant piece of crud at the moment.
EDIT2: More progress:
Implemented random item placement
Fixed a stupid bug in the AI which turned out to be caused by a bug in my routine that squares HL.
It returned bogus values when asked to square 0.
«
Last Edit: May 02, 2013, 09:00:26 am by mapar007
»
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mapar007
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Posts: 550
Rating: +28/-5
The Great Mata Mata
Re: Rogue Z80
«
Reply #118 on:
May 02, 2013, 05:24:10 pm »
Double post because there's progress again.
I implemented stairs, so now you can go up and down between randomly generated levels. The town has been added too, but it's completely featureless as of now (except for a set of stairs).
Two screenies included: one with monsters disabled to demonstrate exploring. The other one has monsters enabled to showcase actually diving into the depths of the dungeon and mauling some malicious monsters out there.
I've also included a binary. Be warned: I'd not run this on actual hardware just yet, there might be some nasty bugs around. Be safe, use an emulator.
Controls:
Arrow keys/numpad to move and attack
PRGM shows equipment
X,T,th,n shows inventory
^ goes up/down stairs
COS shows a list of items strewn around the level
STAT shows player stats (duh)
ENTER to advance certain prompts
) to look around
CLEAR to quit
EDIT: I'll be coding shops next
«
Last Edit: May 02, 2013, 05:28:39 pm by mapar007
»
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Sorunome
Fox Fox Fox Fox Fox Fox Fox!
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Posts: 7920
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Derpy Hooves
Re: Rogue Z80
«
Reply #119 on:
May 02, 2013, 07:25:18 pm »
That looks pretty nice, awesome that you picked it on again
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