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Cart #51208 | 2018-04-02 | Code ▽ | Embed ▽ | No License
3

This game was made in a game jam ran during a retrogaming event.
This year the theme was maze, a boss and the Odyssey.

My game is far from being finished, I didn't worked really long on it (4-5 hours maximum) and mostly only the rendering is done (and may still need some tweaks)

When playing the X button allow to display a debug view of the maze, which is for now, not generated randomly. I hope to update it at a later time to add all of what I wanted to include in it!

The final game should include some RPG elements, HP, EXP points, attack, treasure to find and grab, different levels and in the end the big boss that you have to kill to be able to escape the maze.

The polyfill function is from scgrn ( see https://www.lexaloffle.com/bbs/?tid=28312 ) modified to not directly write to memory to support the fill pattern.
If anyone have a better fillpoly function, one that can do even better dithering than using the fillp I will probably switch to it to have smoother gradients.

P#51209 2018-04-02 14:15 ( Edited 2019-11-09 13:30)

I like the music a lot! Reminds me slightly of Tunnel Runner from the Atari VCS. Looking forward to seeing final result!

P#51210 2018-04-02 15:03 ( Edited 2018-04-02 19:03)

I have a WIP maze renderer that I'm not quite ready to release(I'm probably overcomplicating it in the process of adding wall detailing) but you mentioned looking for an alternative to polyfill. Here I have two "trapezoid render" functions which use line drawing, so a dither or blend is not too hard to add:

function render_trap_h(x00,x01,y0,x10,x11,y1,c)
    if(y0 > y1) y1, y0, x00, x01, x10, x11 = y0, y1, x10, x11, x00, x01
    local yd = y1 - y0
    if(yd == 0) return
    if(x00==x10 and x01==x11) then rectfill(x00,y0,x01,y1,c) return end
    local clipy0 = 0
    local clipyd = yd
    if (y0 < 0) clipy0 = -y0
    if y0 + yd > 128 then clipyd = 128 - (y0 - clipy0) end
    local xd0, xd1 = x10 - x00, x11 - x01
    for y=clipy0,clipyd do
        line((x00 + xd0 * y/yd), y0+y, (x01 + xd1 * y/yd), y0+y, c)
    end
end

function render_trap_v(x0,y00,y01,x1,y10,y11,c)
    if(x0 > x1) x1, x0, y00, y01, y10, y11 = x0, x1, y10, y11, y00, y01
    local xd = x1 - x0
    if(xd == 0) return
    if(y00==y10 and y01==y11) then rectfill(x0,y00,x1,y01,c) return end
    local clipx0 = 0
    local clipxd = xd
    if (x0 < 0) clipx0 = -x0
    if x0 + xd > 128 then clipxd = 128 - (x0 - clipx0) end
    local yd0, yd1 = y10 - y00, y11 - y01
    for x=clipx0,clipxd do
        line(x0+x, (y00 + yd0 * x/xd), x0+x, (y01 + yd1 * x/xd), c)
    end
end
P#51281 2018-04-03 18:52 ( Edited 2018-04-03 22:52)
:: Godzil

@gradualgames: thanks a lot! (I have to admit that I made that music in a really short time, and didn't had lot of time to spend on it ;))

@triplefox: thanks too! I will look at that

P#52339 2018-05-03 16:57 ( Edited 2018-05-03 21:02)
:: Godzil

I unfortunately haven't touch that project for a long time now :(

But I was playing a bit with with it because there are some hidden thing in the released cart (unfinished and unused music mostly)

There is one that I really liked even if a bit repetitive and I manage to make it sound better than on the original release, here it is:

Cart #biyiyajorumazeraty-0 | 2019-11-09 | Code ▽ | Embed ▽ | No License

It is named Spooky.

P#69752 2019-11-09 13:34
:: dw817

Pretty cool. I would add an ARROW the player is facing in when using the maze map. Also touching the opponents apparently does not do anything ?

And ... I think it's possible to make a maze bigger than that. If you want to use the MAPPER area I know you can at least get 64x64 tiles. More if you use an array.

P#69769 2019-11-10 00:02

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