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FredTheFred

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Posts posted by FredTheFred


  1. Hello all.

    I've got a problem with the memory on Colecovision. When you use sprites you use rle2ram to move data on Ram to Vram. But can i use the method for an template in ascii or the something like as ?

     

    This is a sample cave's code for design the template room

    const byte ways202 []={0x20,0x20,0x20,0x5C,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x2F,0x20,0x20,0x20};

    I think all along the game i fill Ram or Vram and after some minutes the game crash.

     

     


  2. Beta 3 soon available
    The next Beta Version will be available on november 2015.
    A lot of new features and game play like the Warlock and The Gobelin.
    A loot system has been implemented when meeting mobs.
    Game evolution, instead of randomize loot, try to remember the displaying sequence for loot items.


  3. Just wanted to let you know that I made a news article covering your game available. There is a lot of interest in its continued development.

     

    http://retrogamingmagazine.com/2015/08/24/new-colecovision-homebrew-title-cave-brings-3d-rogue-like-adventure-to-dead-console/

    Hi triverse, i'am still working. I'd like to implemented new ascii art, sound & music. I think, I post a beta version for testing game play, and tracking some bugs.for the early september on this topic.

    Thanks you


  4. Hello all

     

    I try to understand how using the fill_color command

    For example ;
    fill_color ('S',0x50,1);

    'S' is the starting Character

    0x50 is a blue color

    And 1 is the next Character, Just S in this example

     

    But ! Where can i found a table for the code of color ?


  5. Hello all,

     

    I just started to learn coding for colecovision. i start with a little game in ascii text. Very simple mais so hard for me. I'll never coding before.

     

    The Rules :

    The rules are simple : walking trough a randomize maze to collect treasures, but beware to monster.

    I know the game play is not really interresting, and graphics are poor but for learning it's Sufficient.

     

    Check Here For the video for the beta version 2

     

    DOWNLOAD LAST VERSION

    --> HERE

     

    *********************************************************
    HOW TO PLAY
    MAIN GOAL
    In a randoming maze, you try to get the best score as you can while you've got action points,
    but some events are coming disturb your progression.
    MAIN SCREEN
    On the upper left SCORE is your current score
    On the upper middle POTION is the number owned potion. Notice you can't carrying more than 9 potions
    On the upper Right ACTION is your action points. You start with 50 action points in the beginning.
    COMMANDS
    Use Joystick at LEFT for going to West direction, RIGHT for going to East Direction, UP to going to North direction and BOTTOM to going to South Direction..
    NOTICE each move cost you 1 action points.
    USE Right Button when you want to use a potion, in this case you can save 20 action points.
    Use Left Button on main screen to display the map.
    EVENTS
    SPIDER : When you meet the spider, you loose 100 score points and 10 action points
    BATS : You meet bats when you haven't reach the bonus chest, you lost 200 score points
    ROBBER : The robber robs you half of your score points
    KNIGHT : The kignht robs you half your pts and hide all items founded
    DRAGON : The dragon down your score at 0 points
    JEWEL : Bonus 500 points
    POTION : Bonus 200 points and save 20 actions points when used.
    CHEST : Bonus 2000 points
    ENDING
    The game ending when your action point reach 0.
    *********************************************************

     

     

     

    Implemented :

    • Room design
    • Meeting spiders
    • Find a potion to cure when spides bytes you
    • Increase/decrease score
    • increase/decrease number of potion
    • Numbered point of action
    • Ending game and highscore
    • Meeting the dwarf (he stole half of yout point)
    • Metting a Knight
    • Meeting a Dragon (score at zero)
    • Finding Jewel for more points
    • Finding chest for a lot of points
    • Meeting some bats, when you dont reach the chest)
    • Add condition to reach a chest - Give up
    • Add rolling effect on display scoring
    • Modify display room in game (Working and avialable for beta 2)
    • Displaying the map's maze (avialable for beta 2)

    Doesn't Work actually:

    • Bugs on refresh screen (sometime)

     

    For later :

    • Two mode game Arcade (randomizing maze and events), and aventure (fix mazes and events). - Give up
    • Maybe anothers ideas.

    TIMELINE :

     

    22/10/15 : Today updating gameplay. Ascii events are give up. but surprise ! Wait for Beta 3.

    10/10/15 : New events in the maze, meeting the knight (available in beta version 3)

    01/10/15 : Update lasted video on you tube and update Version Beta 2

    26/09/15 : Displaying map's maze and change mobs moving.

    19/09/15 : New display room sequence working

    14/09/15 : Modifiy display room (avialable for Beta 2).

    09/09/15 : Adding rolling effect on display scoring

    05/09/15 : Adding How to play

    31/08/15 : Add ascii art for bats, review gameplay, tests before version beta aviable early in september.

    26/08/15 : New ascii art for the dragon; robber, jewel and spider and chest treasure implented

    22/08/15 : Jewel, dragon and dwarf are implemented.

    21/08/15 : Ending game with highestscore, point action before ending game, safe turn after meeting a monsters for the first time, idem for potion.

    20/08/15 : potion's ASCII art implemented and displaying number of potion

    19/08/15 : Annoncing project cave (learning coding with simple events)

    post-43320-0-61460100-1440007542_thumb.jpg

    post-43320-0-67748600-1440007543_thumb.jpg

    post-43320-0-76940900-1440007544_thumb.jpg

    post-43320-0-75873600-1440007545_thumb.jpg

    Cave_Beta_2.rom

    • Like 7

  6. Hello all,

     

    I've got another problem, a strange problem. I use two variables. The first for a score and the second for some potion. There are identical by the type. But score can increase and potion stay to 0...

     

    What's wrong ?

     

    /* DEFINIE VARIABLES HERE */
    unsigned int score;
    unsigned int potion;
    
    ...
    
    /*POTION*/
    void findpotion()
    {
    cls (); // Clear Screen
    show_score();
    center_string (3,"YOU FIND A POTION");
    center_string (17,"YOU WIN 200 pts");
    center_string (23,"PRESS FIRE");
    delay (50);
    pause();
    score = score + 200;
    potion = potion + 1;
    engine();
    }
    
    ...
    
    /* SHOW SCORE & POTION*/
    void show_score()
    {
    print_at(0,0,"Score"); put_at(6,0,str(score),5);
    print_at(14,0,"Potion"); put_at(21,0,str(potion),1);
    }
    ...
    
    void main()
    {
    /* DEFINE SCREEN MODE */
    screen_mode_2_text(); // DEFINE SCREEN MODE
    fill_vram0(0x2000,0x1800,0xf0);
    /* DEFINE ASCII TEXT */
    upload_default_ascii(NORMAL);
    duplicate_pattern();
    /* ASSIGNATION POTION 1 IN BEGINNING GAME */
    potion =1;
    /* START NEXT FUNCTION HERE */
    splashscreen (); // CALL SPLASHSCREEN FUNCTION
    } 

     

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