Author Topic: Side Project #2: DUNGEON  (Read 26289 times)

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Offline trevmeister66

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Side Project #2: DUNGEON
« on: May 05, 2009, 01:55:54 am »
Well after playing Zoith a couple times (not sure why I played more than once, since it's really short), I thought it'd be fun/interesting to make a Zoith on steroids, or rather a game similar to Zoith, except with MUCH more.

Here's a screenie of what I have so far:


I have a bunch of bugs that I need to fix, but I'm still adding a bunch of stuff as well, and will get to the bugs later.

It's going to bet 8 'rooms' by 8 'rooms', and each room is 8 tiles by 12 tiles (8 high, 12 wide). The object of the game is to get to the dungeon exit, located at (8,8),  the farthest point from the starting point (1,1). Like Zoith, DUNGEON will have 'enemies' who just move around and deal damage to you if you run into them, and there will be bombs and spikes that you'll have to avoid; Unlike Zoith, however, DUNGEON will include Power Ups and  and Items that will aid you in getting to finish (For example, Super Jump in the screenie, which lets you jump 1 space higher). Currently I have 5 P-ups and 5 items planned, which could change based on how much space/speed is given up for each one.

Also, the number in the top right is your health.
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Re: Side Project #2: DUNGEON
« Reply #1 on: May 05, 2009, 02:05:17 am »
Wow this is looking awesome, darn I really need to experiment with dual layer tiles one day. My favourite part are the bombs. This seems to run pretty fast so far.

Offline trevmeister66

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Re: Side Project #2: DUNGEON
« Reply #2 on: May 05, 2009, 02:39:44 am »
Thanks :) Yeah I've been trying for a while to get some sort of decent game with duel layer ASCII going, and this is the first time I've actually gotten it to be somewhat fast and decent looking, although the spikes sprite doesn't look like a spike, and the bomb sprite I got from Zoith, so I can't take credit for it.

I have now coded in 1 more power up: Regenerate. You heal 5 HP every time you change rooms until you get to your max HP, which starts off at 100. I might switch it to 1 HP instead so that people don't abuse it by going between 2 "safe" rooms to boost up their HP to full.

I have about 1/4 of the total map designed (technically 12/64, but who's counting?). Designing the different rooms is definitely the hard part...I have to keep it somewhat simple to navigate through, make sure it's still a little difficult, but not TOO difficult, and still make it kind of like a puzzle as well so that you have to think a little.
« Last Edit: May 05, 2009, 02:47:20 am by trevmeister66 »
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Re: Side Project #2: DUNGEON
« Reply #3 on: May 05, 2009, 03:19:05 am »
Interesting. I wonder if there will be some sort of projectile based enemies? I mean for example every now and then a missile going through the screen and you must avoid it along with other enemies moving around?

Offline kalan_vod

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Re: Side Project #2: DUNGEON
« Reply #4 on: May 05, 2009, 08:22:13 am »
I like the sound of this, but your SS died or is gone :(

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Re: Side Project #2: DUNGEON
« Reply #5 on: May 05, 2009, 11:43:01 am »
It works for me but it takes a ridiculous amount of time to load x.x

I bet it is on a very slow image hosting x.x

Offline kalan_vod

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Re: Side Project #2: DUNGEON
« Reply #6 on: May 05, 2009, 12:21:23 pm »
It was down last night, now it works fine. Looks great! I would suggest one thing though:

Code: [Select]
:Text(-1,Y,X,"U    ;char your using
;it looks like thats what your doing (something similar) in the SS, as it makes the char flash
:Text(-1,oldY,oldX,"    ;space
:Text(-1,Y,X,"U
:Y->oldY:X->oldX  ;vars at your choice

Now when you move it will update your chars old position, and then your new. But making it not flash. Just a thought, I will go into detail if you wish (sorry if you already have this or something like it going on).

Offline trevmeister66

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Re: Side Project #2: DUNGEON
« Reply #7 on: May 05, 2009, 01:51:10 pm »
Interesting. I wonder if there will be some sort of projectile based enemies? I mean for example every now and then a missile going through the screen and you must avoid it along with other enemies moving around?

Hmm I might think about adding in 'projectiles' that will be shot, kind of like the cannon things in  Super Mario, although I think the code for that might slow this game up too much. It's already running slower now, although I think it's because my comp is making Wabbitemu run slower -.- I'm gonna add in moving enemies first and see how that goes. All the other things are already added in or if they're not, they shouldn't slow it down really at all.

It was down last night, now it works fine. Looks great! I would suggest one thing though:

Code: [Select]
:Text(-1,Y,X,"U    ;char your using
;it looks like thats what your doing (something similar) in the SS, as it makes the char flash
:Text(-1,oldY,oldX,"    ;space
:Text(-1,Y,X,"U
:Y->oldY:X->oldX  ;vars at your choice

Now when you move it will update your chars old position, and then your new. But making it not flash. Just a thought, I will go into detail if you wish (sorry if you already have this or something like it going on).

Hmm I have it where every time it cycles through the loop it displays the character, and whenever you move, it just removes your character, and at the beginning of the next loop, it displays it.. I'll look into coming up with a new way to do this, or use your way or something.
Projects:    nameless RPG: 1.0%  |  Reverse Snake v1.5: 100%  |  Secret Project: 5%  |  DUNGEON: 70%

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Offline TIfanx1999

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Re: Side Project #2: DUNGEON
« Reply #8 on: May 05, 2009, 04:57:05 pm »
Hey, this looks really nice! I always love these type of games.

Offline trevmeister66

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Re: Side Project #2: DUNGEON
« Reply #9 on: May 05, 2009, 05:08:58 pm »
Alright well I have now added in moving enemies:



Watch til the end..heh pit of doom :)

Since it didn't take up too much space, and it really didn't slow it down too much, I'm gonna add in at least 1 more type of enemy, if not 2 or 3 more. I also added some more rooms, but haven't really added anything else except the Regenerate Power Up (in the screenie).
« Last Edit: May 05, 2009, 05:12:39 pm by trevmeister66 »
Projects:    nameless RPG: 1.0%  |  Reverse Snake v1.5: 100%  |  Secret Project: 5%  |  DUNGEON: 70%

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Offline skuller972

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Re: Side Project #2: DUNGEON
« Reply #10 on: May 05, 2009, 07:00:51 pm »
make the jump button second because that was really annoying me in zoith because i never could jump diagonally without trying like 3 times and by then i was dead
other than that, zoith was great

youre game looks better though, but not as good as metroid pi, which was like metroid pure + zoith + magnificence
Then again, maybe not...
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Offline trevmeister66

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Re: Side Project #2: DUNGEON
« Reply #11 on: May 05, 2009, 11:07:57 pm »
make the jump button second because that was really annoying me in zoith because i never could jump diagonally without trying like 3 times and by then i was dead
other than that, zoith was great

youre game looks better though, but not as good as metroid pi, which was like metroid pure + zoith + magnificence
Heh yeah I know it's not anywhere near as good as Metroid Pi. HF is a genius at Basic.
Projects:    nameless RPG: 1.0%  |  Reverse Snake v1.5: 100%  |  Secret Project: 5%  |  DUNGEON: 70%

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Re: Side Project #2: DUNGEON
« Reply #12 on: May 05, 2009, 11:54:45 pm »
wow so great looking and fast

Offline simplethinker

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Re: Side Project #2: DUNGEON
« Reply #13 on: May 07, 2009, 05:13:14 pm »
Lookin good trev ;)
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Re: Side Project #2: DUNGEON
« Reply #14 on: May 07, 2009, 05:30:57 pm »
What calc are you using to play it, because it seems to be loading the screens quite quickly compared to the best I can do with a TI-83+
/e