Log In  

Added tactical mode

Cart #achon_dmake-2 | 2023-05-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

Added controls, turn order

This is my first attempt at a d-make. The goal is to recreate the original Archon for the C64 from Freefall

https://www.c64-wiki.com/wiki/Archon

P#128156 2023-04-05 05:32 ( Edited 2024-01-09 04:16)

I don’t know what I’m meant to do

P#128305 2023-04-08 18:53

I should have labeled this as a WIP. I haven't added in the gameplay mechanics yet. Hopefully soon. This is my first time working with Lua

P#128335 2023-04-09 06:03

Nice start on the game so far. I've been working on a Pico-8 version of this game myself. You might find either Kroah's Reverse Engineering page useful, as it contains partial disassembly (6502 Assembly) of the original Atari 8-bit game, as well as rules, Dark/Light unit features, and AI behavior.
http://bringerp.free.fr/RE/Archon/news.php5

Vintage Computing and Gaming as a similar information on the health, damage, refire speed, etc. of the Dark/Light units. Either of these two sites might help you organize the necessary game states you need to implement and give you ideas one which functions are needed, (i.e. a ColorShifting function that changes the Pallete for the "green" board color from White/Black and each of the 4-green shades. A CreateRndBattlefield function that randomizes the 3 sets of 6 color-cycling obstacles, and ensures that a path between players isn't completely blocked, etc.)
https://www.vintagecomputing.com/index.php/archives/44/the-secrets-of-archon

The original game for the Atari 800 fits in roughly 32Kb, but you will have to make some comprises when translating the game to Pico-8. First off, the original sprites are 8 width x 16 height, with each sprite having 15 total frames of animation. Without using some Pico-8 tools and trickery, you wouldn't be able to fit all the sprites in the 256 available slots. Also, since the original pixels were designed for televisions and were slightly wider than they are tall (about 1.2:1), if a straight 1:1 pixel conversion is done the icons won't look exactly right.

I am working on 2 different version of the game now, one that uses the Pico-8's PX9 compression tool to fit in larger sprites and more features, and one that sticks more to the traditional limitations of the Pico-8 fantazy console. With the traditional limitations, you can still fit 8 frames of animation per 8x8 pixel Dark/Light unit, and still have space for the 4 elementals (with animation), all shot sprites (4 per icon), 3 sprites for mapping the Strategy Board in the 3 types of colors, 3 sprites for the different color obstacle sets, 4 sprites for animated power squares, and still have s little room left over for miscellaneous sprites.

I have attached the 8x8 sprites for Dark/Light. The first 3 sprites can be used to animate the unit walking up/down (using Flip_X/Flip_Y), the next 3 are the left/right walking animations, and the final 2 are shooting diagonally down/up. For shooting vertically/horizontally, you would need to choose one of the walk animations.

Feel free to use them if you wish.
[64x64]
[64x64]

P#129550 2023-05-09 03:08

That is super cool. Thanks for sharing. Most of the research I was doing was on the C64 version since that is the one I was most familiar with. I was using the following site for guidance https://www.c64-wiki.com/wiki/Archon. I will definitely check out the links and I love your spritesheets. I'll take a look at how they look when I import them and, if I use them, I'll credit you. Amazing work. They are all nicely done and recognizable.

P#129587 2023-05-10 02:53

[Please log in to post a comment]