Search found 78 matches
- Tue Sep 08, 2015 1:19 am
- Forum: Games
- Topic: WIP - Demons of Dex
- Replies: 47
- Views: 12938
Re: WIP - Demons of Dex
Okay, I found about Whack yesterday. I think I should have made research about available roguelike games before starting the project... Whack has done pretty much the same thing (with many same ideas -- heck, even the color scheme looks almost identical by chance), although I have more monster and i...
- Mon Sep 07, 2015 11:42 pm
- Forum: Games
- Topic: WIP - Demons of Dex
- Replies: 47
- Views: 12938
Re: WIP - Demons of Dex
Err... Isn't this exactly the same algorithm I'm using (see prev page)?
- Sun Sep 06, 2015 9:01 am
- Forum: Games
- Topic: WIP - Demons of Dex
- Replies: 47
- Views: 12938
Re: WIP - Demons of Dex
New version with gradually revealed map. 844 bytes used. Also added new screenshot to the first post. I had some big problems with the floodfill algorithm used to reveal the map. The 6502 stack is too tiny for revealing large areas and stackless flood fill algorithms are way too complicated. Instead...
- Sun Sep 06, 2015 8:57 am
- Forum: Games
- Topic: WIP - Demons of Dex
- Replies: 47
- Views: 12938
Re: WIP - Demons of Dex
I just always rotate clockwise to save bytesravenxau wrote:Do you just pick a random new direction for the drill head, or rotate it 90 degrees each change?
- Sun Sep 06, 2015 1:07 am
- Forum: Games
- Topic: WIP - Demons of Dex
- Replies: 47
- Views: 12938
Re: WIP - Demons of Dex
Does anyone know if it's possible to call BASIC's random number generation routine from assembly to create (preferably uniformly distributed) random numbers in range 0-255? I know BASIC operates on floats, but maybe it's still possible...
- Sun Sep 06, 2015 1:05 am
- Forum: Games
- Topic: WIP - Demons of Dex
- Replies: 47
- Views: 12938
Re: WIP - Demons of Dex
just curious, can you give a brief description of how the maze/dungeon is generated??? - I always find it interesting to see how people develop solutions when creating games Sure! The level generation algorithm is actually really simple (I needed it to be really tiny, about 100 bytes). I start with...
- Sat Sep 05, 2015 1:29 pm
- Forum: Games
- Topic: WIP - Demons of Dex
- Replies: 47
- Views: 12938
Re: WIP - Demons of Dex
New version with doors, preliminary colors and bugs fixed. Movement changed to W,A,S,D keys.
Getting closer to first playable version... 729 bytes used.
Getting closer to first playable version... 729 bytes used.
- Sat Sep 05, 2015 1:28 pm
- Forum: Games
- Topic: WIP - Demons of Dex
- Replies: 47
- Views: 12938
Re: WIP - Demons of Dex
Not yet, when I get this done I'll check it outravenxau wrote:have you tried the 'alternate' version with the green on white color scheme and 9 levels?
- Sat Sep 05, 2015 2:07 am
- Forum: Games
- Topic: WIP - Demons of Dex
- Replies: 47
- Views: 12938
Re: WIP - Demons of Dex
Thanks! Yes, hopefully I will have some time this weekend to work on it.ravenxau wrote:good work - I am also a fan of roguelikes (my program serpent caves) - will you be implementing the fog-of-war to progressively reveal the levels???
btw. Serpent Caves is one of the reasons why I'm doing this
- Fri Sep 04, 2015 2:39 pm
- Forum: Games
- Topic: WIP - Demons of Dex
- Replies: 47
- Views: 12938
Re: WIP - Demons of Dex
Thanks, looking forward to your feedback!
- Fri Sep 04, 2015 2:28 pm
- Forum: Games
- Topic: WIP - Demons of Dex
- Replies: 47
- Views: 12938
Re: WIP - Demons of Dex
Descending to next level works now. Also implemented basics of player attacking monsters. 494 bytes used. There seems to be a weird problem with keyboard input. For some reason when I hold left cursor while pressing cursor up, the player moves northeast (should be nw!). Can't see anything wrong with...
- Fri Sep 04, 2015 1:04 pm
- Forum: Games
- Topic: WIP - Demons of Dex
- Replies: 47
- Views: 12938
Re: WIP - Demons of Dex
Basic player movement, collision detection and random enemy placement done. Now at 344 bytes. Now I understand why Kernal's PLOT routine is weird and takes X=row, Y=column and not the other way around... because there is no addressing mode "LDA ($D1),X" only "LDA ($D1),Y"! ($D1 =...
- Fri Sep 04, 2015 9:08 am
- Forum: Games
- Topic: WIP - Demons of Dex
- Replies: 47
- Views: 12938
WIP - Demons of Dex
Hi! I'm writing a roguelike game in assembly for the unexpended VIC-20. The game is about 60% complete. Status: - level generation DONE - doors DONE - enemy and item placement DONE - gradual reveal of map DONE - status bar and message area DONE - enemy AI DONE - player damage and dying DONE - usable...
- Tue Jan 28, 2014 2:13 am
- Forum: Hardware and Tech
- Topic: VIC-20 flash memory expansion
- Replies: 13
- Views: 2154
Re: VIC-20 flash memory expansion
Good idea, I'll try that!joshuadenmark wrote:Could you allign the films and staple one edge together and put the pcb in between?
Heh, my project got featured in Hack A Day
http://hackaday.com/2014/01/27/flash-ga ... he-vic-20/
- Fri Jan 24, 2014 3:49 pm
- Forum: Hardware and Tech
- Topic: VIC-20 flash memory expansion
- Replies: 13
- Views: 2154
Re: VIC-20 flash memory expansion
Thanks guys! I'm trying to find time to design the PCB with Eagle. I've never done a two-sided pcb before. Any ideas how to align masks for uv exposure? Maybe drilling a few holes to align a few pads in the corners of the pcb is enough? I would like to fit everything inside a standard cartridge box....