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Secretum Labyrinth Dark Castles latest Work in progress 06/11/2018


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#1 peteym5 OFFLINE  

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Posted Mon Jun 11, 2018 11:26 AM

Here is the latest Work-in-Progress video for Secretum Labyrinth Dark Castles.

 

 

 

 

 

What is in this video, I am showing the forest village over-world, one of the scrolls, collecting item, and one of the castle dungeon. I populated the game world with more items, and will fill in more items later.  Whole new dungeons have to be created for this game due to the data being more compact and encoded, this will have totally new map. The video recorded has been fragmented and spliced back together out of sequence so when the game is released, you will have a fresh new experience for playing this game for the first time.

 

New features include, collecting currency, buying items. New items with new functions. Text from scrolls can ask questions/riddles. Multiple choice ones be able to perform different action for each choice. Many new monsters, and capable of having many more rooms in same memory area. Cannot reveal all the features as I am still making progress.


Edited by peteym5, Mon Jun 11, 2018 11:37 AM.


#2 therealbountybob OFFLINE  

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Posted Mon Jun 11, 2018 11:33 AM

that link is asking to sign in to view ;)



#3 peteym5 OFFLINE  

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Posted Mon Jun 11, 2018 11:38 AM

that link is asking to sign in to view ;)

Yeah, sorry it is fixed now. Something was messing with the copy and paste URL function..



#4 flashjazzcat OFFLINE  

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Posted Mon Jun 11, 2018 12:13 PM

I take it moving JSR RMT_SILENCE silence had no effect?



#5 peteym5 OFFLINE  

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Posted Mon Jun 11, 2018 10:01 PM

I take it moving JSR RMT_SILENCE silence had no effect?

I am no longer hearing anything unusual going between rooms. 



#6 Stephen OFFLINE  

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Posted Tue Jun 12, 2018 7:33 AM

I am still hearing the same pauses during room transitions as before.  Not trying to bash or start an argument, just stating that I do still hear pauses between transitions.  I don't need to watch the screen to hear them either.



#7 peteym5 OFFLINE  

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Posted Tue Jun 12, 2018 10:29 PM

I am going through the dungeon and looking for any place where a monster is starting off stuck in a wall and prevents them from moving. Keeping the game challenging. It is difficult to enter many rows of numbers and only see the results after the program has been compiled. 

 

I have been looking for real problems that cause the program to crash or cause some interesting things to happen that was did intended. There has been lots of optimizations and reprogramming so new things can happen in this and games I will be making in the future based on this engine. 



#8 therealbountybob OFFLINE  

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Posted Fri Jun 15, 2018 8:34 AM

In the AI on Ramp Rage and Space Fortress Omega I used a playfield hit count for each computer player to terminate any them after so much damage (they had some movement adjuments too), that way you don't need to worry so much if they are on a playfield :)



#9 peteym5 OFFLINE  

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Posted Fri Jun 15, 2018 9:41 PM

I actually already went through each dungeon on move starting points to where most of the monsters are not starting inside any walls. The monsters have hit points, some require you to hit them more or battle them with more powerful weapons to get by. This game will have more than one dungeon, that has some different graphics, styles, color schemes, and music that makes the game more interesting. I might be replacing some of the music before the final release. I am looking for medieval or renaissance style of music to set the atmosphere. Set it up with the instruments to make them sound more like flutes, horns, drums, and string instruments. If anyone want to help me adjust the RMT files, send me a PVT message. Since I no longer have KJMANN after his dispute with Video61 and him getting upset with this forum members, I have to figure out things for myself. 


Edited by peteym5, Fri Jun 15, 2018 9:47 PM.


#10 peteym5 OFFLINE  

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Posted Thu Jun 21, 2018 10:13 PM

I am still hearing the same pauses during room transitions as before.  Not trying to bash or start an argument, just stating that I do still hear pauses between transitions.  I don't need to watch the screen to hear them either.

Thankyou, I do not believe it is distracting enough to make the game unplayable. I will be trying some other stuff. There is a delay thrown when running on a NTSC every 6 frames and the counter is only set once at the beginning of the game. Sometimes when entering a new room, it will pause an additional frame before restarting the game VBI and calls RMT play sooner. By setting this counter when entering a new room, it will not immediately delay. Probably why it is not being heard. 

 

I am busy creating different quests that alters some screens and exits, so each quest will be a different adventure. Prior Secretum Labyrinth games just re-arranged items you collect. There will also have a random quest system as did prior Secretum Labyrinth games.






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