lucienEn Posted May 8, 2003 Share Posted May 8, 2003 The 3d engine is about finished. I've added text function and action to function mapping is complete. The controls are now like this: inner button = run (up/down) / strafe (left/right) outer button = action opt2 = toggle through inventory Running over object will pick it up (if it can be picked up) Left to do to: - set object position function (movement) - setup/remove handlers (e.g. trigger user irq function) - organize palette indices (decide on common colors for all levels and store variable colors in levels). For a game of course more work needs to be done but the tough part is finished. Attached latest screenshot. 1 Quote Link to comment Share on other sites More sharing options...
+Sauron Posted May 8, 2003 Share Posted May 8, 2003 Wow, that's looking pretty sweet! I'd love to see what it looks like in action. Keep up the good work! Quote Link to comment Share on other sites More sharing options...
+davidcalgary29 Posted May 9, 2003 Share Posted May 9, 2003 It does look really good. Wow! Quote Link to comment Share on other sites More sharing options...
Clock Posted May 9, 2003 Share Posted May 9, 2003 The controls sound really good as well. I am looking forward to this one. Quote Link to comment Share on other sites More sharing options...
Albert Posted May 9, 2003 Share Posted May 9, 2003 This is looking great! Do you have a website with information about the engine and game? ..Al Quote Link to comment Share on other sites More sharing options...
TXG/MNX Posted May 9, 2003 Share Posted May 9, 2003 The 3d engine is about finished. I've added text function and action to function mapping is complete. The controls are now like this: inner button = run (up/down) / strafe (left/right) outer button = action opt2 = toggle through inventory Running over object will pick it up (if it can be picked up) Left to do to: - set object position function (movement) - setup/remove handlers (e.g. trigger user irq function) - organize palette indices (decide on common colors for all levels and store variable colors in levels). For a game of course more work needs to be done but the tough part is finished. Attached latest screenshot. Hmm looks cool... did you code this in CC65? And or what kind of maps or editor do you use to create the maps.? TXG/MNX Quote Link to comment Share on other sites More sharing options...
Gregory DG Posted May 9, 2003 Share Posted May 9, 2003 This is looking great! Do you have a website with information about the engine and game? I don't think he does, but I've got a running page for it here: http://www.ataritimes.com/lynx/features/fe...fea_lynx3d.html Quote Link to comment Share on other sites More sharing options...
lucienEn Posted May 9, 2003 Author Share Posted May 9, 2003 I don't have a web page. Greg, you can update if you want. I just looked at that older demo and I can say it's little bit faster now (about 15-20fps on a real lynx which is the speed most games run in). You can pick up objects now and you get text with certain actions. For instance if you hit button B on a door it will show 'This door is closed' unless you have a key. This is all working. The inventory is working too although I don't have yet an inventory screen. Still need to polish some things and I don't always time to work on this may take a while but I'm making steady progress. I'm using cc65 but most of the code is inline ASM. Also the functions that are mapped are in lyxass. I wrote an PC editor to create a level data file with the images and data function mappings. I still have to include color data (but minor issue). Quote Link to comment Share on other sites More sharing options...
lucienEn Posted May 9, 2003 Author Share Posted May 9, 2003 I forgot, movement is not in 90 degree steps like AvP. Looking at all the pictures I posted earlier they seem to be all like that. I think that's what makes it much more interesting. Quote Link to comment Share on other sites More sharing options...
dirtboy69 Posted May 9, 2003 Share Posted May 9, 2003 do you have a version that can be played on a emulator yet? it'd be cool to try this out it looks real good Quote Link to comment Share on other sites More sharing options...
GOVmole Posted May 9, 2003 Share Posted May 9, 2003 this does look excellent, a rom would be excellent too! i would buy a finished product that looked this good! Quote Link to comment Share on other sites More sharing options...
lucienEn Posted May 9, 2003 Author Share Posted May 9, 2003 There's an older version on Gregory's ataritimes (see earlier post). The current version is definitely faster and smoother (and has now a loader so has to be .lnx instead of .o file). The plan is to turn it into a 'commercial' game (like I did with Champ.Rally). Current plans is a puzzle-action game (not a shooter but some action). Could be either on a spaceship or temple explorer or something else (haven't though about a story yet). Quote Link to comment Share on other sites More sharing options...
Gregory DG Posted May 9, 2003 Share Posted May 9, 2003 The plan is to turn it into a 'commercial' game (like I did with Champ.Rally). Current plans is a puzzle-action game (not a shooter but some action). Could be either on a spaceship or temple explorer or something else (haven't though about a story yet). It's definitely looking fantastic! Every update inches it just a bit closer to being a complete game! (I knew it would end up that way! :wink: ) I wonder if you could make it possible for average Joe's to create levels for it? That way you wouldn't have to make all the levels yourself but could pick the best of the best. I don't think a PC program would be necessary, maybe it could be text files of some sort. Something like this where 00 represents an open area while 01 is a wall. 01 01 01 01 01 01 01 01 01 01 01 01 00 00 00 00 01 00 01 00 00 01 01 00 00 01 00 00 00 01 00 03 01 01 00 01 01 01 01 01 01 00 03 01 01 00 00 00 00 00 00 02 00 03 01 01 00 00 00 00 00 01 01 00 00 01 01 00 00 00 01 00 00 01 00 00 01 01 01 01 00 01 01 00 01 00 00 01 01 01 01 01 01 01 01 01 01 01 01 Just a thought. Quote Link to comment Share on other sites More sharing options...
Pocket Posted May 10, 2003 Share Posted May 10, 2003 Hi Lucien ! It seems you're doing a great job here, I'm really looking forward your game ! Quote Link to comment Share on other sites More sharing options...
Twoface2 Posted May 19, 2003 Share Posted May 19, 2003 Current plans is a puzzle-action game (not a shooter but some action). Could be either on a spaceship or temple explorer or something else (haven't though about a story yet). Please make it a temple exploring game! There are already enough space exploring games on the Lynx: Xenophobe, AvP, Slime World.... But there is no Tomb Raider / Indiana Jones game on the Lynx. I'd buy it! Quote Link to comment Share on other sites More sharing options...
bruce182 Posted May 19, 2003 Share Posted May 19, 2003 me too! Quote Link to comment Share on other sites More sharing options...
lucienEn Posted May 19, 2003 Author Share Posted May 19, 2003 Please make it a temple exploring game! There are already enough space exploring games on the Lynx: Xenophobe, AvP, Slime World.... But there is no Tomb Raider / Indiana Jones game on the Lynx. I'd buy it! Ok thanks for the feedback. The only difficulty is graphics. With space exploring games it's easier to draw enemies:-). But then again in indy you could have insects or something... Quote Link to comment Share on other sites More sharing options...
GOVmole Posted May 19, 2003 Share Posted May 19, 2003 Yes, I agree I'd prefer the tomb, cave, or dungeon type adventure. Now I have minimal programing experience but what would be the problem with drawing the creatures in a tomb vs drawing them for a space adventure game? and how are they drawn? Quote Link to comment Share on other sites More sharing options...
lucienEn Posted May 20, 2003 Author Share Posted May 20, 2003 Yes, I agree I'd prefer the tomb, cave, or dungeon type adventure. Now I have minimal programing experience but what would be the problem with drawing the creatures in a tomb vs drawing them for a space adventure game? and how are they drawn? You have more animation frames for certain objects. For instance human opponents needs animated graphics for 4-8 directions (remember it's 3d). In Wolf3D they simplified and they were always coming towards you. If you'd use an object that looks the same from any direction (ball), then that saves a lot of space and work. In-game space is very limited on the lynx. Quote Link to comment Share on other sites More sharing options...
cryptik76 Posted May 20, 2003 Share Posted May 20, 2003 You have more animation frames for certain objects. For instance human opponents needs animated graphics for 4-8 directions (remember it's 3d). In Wolf3D they simplified and they were always coming towards you. Actually every once in a while in Wolf3D you can sneak up behind guards and shoot them in the back. But I see what you're saying... Quote Link to comment Share on other sites More sharing options...
GOVmole Posted May 21, 2003 Share Posted May 21, 2003 hey, i mentioned earlier that i agreed this should be a "tomb" type game, I'm haveing second thoughts, maybe it should be a basement type game where u would encounter creapy creaturs like centepedes and rats, relatively small creatures. It would be a goofy game obviously, like going down to the basement to do the laundry or checking the water heater, but I dont think there are any other basement 3d games out there. Quote Link to comment Share on other sites More sharing options...
cryptik76 Posted May 21, 2003 Share Posted May 21, 2003 hey, i mentioned earlier that i agreed this should be a "tomb" type game, I'm haveing second thoughts, maybe it should be a basement type game where u would encounter creapy creaturs like centepedes and rats, relatively small creatures. It would be a goofy game obviously, like going down to the basement to do the laundry or checking the water heater, but I dont think there are any other basement 3d games out there. I think there's a reason why there are no basement 3D games out there. Quote Link to comment Share on other sites More sharing options...
Gregory DG Posted May 21, 2003 Share Posted May 21, 2003 hey, i mentioned earlier that i agreed this should be a "tomb" type game, I'm haveing second thoughts, maybe it should be a basement type game where u would encounter creapy creaturs like centepedes and rats, relatively small creatures. Reminds me of an old ST game called Grandad and the Quest for the Holy Vest . Quote Link to comment Share on other sites More sharing options...
Twoface2 Posted May 22, 2003 Share Posted May 22, 2003 Ok thanks for the feedback. The only difficulty is graphics. With space exploring games it's easier to draw enemies:-). But then again in indy you could have insects or something... But in an Indy / tomb game you could reuse your walltextures. Or have you ever seen brickwalls in spacestations? Don't take the sprite direction issue too serious, I can live with enemies that are always facing me! Quote Link to comment Share on other sites More sharing options...
lucienEn Posted May 22, 2003 Author Share Posted May 22, 2003 So I'll probably will make it a indy puzzle game with some action. Actually the original codename was 'indy' . I still have one bad bug to fix with the text display and unfortunately didn't have any time to work on this. But I'll continue whenever I have some time. Probably memorial weekend. Quote Link to comment Share on other sites More sharing options...
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