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ISOmetric RPG in development


enthusi

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There will also be some example 'music'. My first attempts in Lynx music and rest assured this is just to trigger my favorite musician and to inspire him.

Nothing motivates an artist more than bad placeholders by coders ;-)

I made own frequency tables and scaler+timer pairs from scratch after all, though Sage provided all his examples from Chipper and Kari's sources are also online. Thank you guys!

Sound with the Lynx is the last large 'white spot' I had and I begin to see more clearly now :)

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You can also find Assembloids in the annual ;-) And thank you!

 

I've seen it in a few youtube videos before, it looks like a neat puzzler. I was surprised by the fabulous graphics, the graphics remind me of a "Bitmap Brothers / Amiga art-style" but on a c64. :thumbsup: :idea:

Edited by Turbo Laser Lynx
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I made it for Atari2600 as 4K game as well (the ROM files are available for free now).

And in fact, I started a Lynx version - it is just a bit on hold due to the RPG game ;-)

http://priorartgames.eu/2018/10/20/assembloids2600-binaries-for-free/

and

http://priorartgames.eu/2018/09/19/gamescom-2018-announcements/

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  • 2 weeks later...

There is some news regarding Lacim's Legacy itself.

http://www.indieretronews.com/2018/11/lacims-legacy-in-development-rpg-for.html

I made a small video for those who didn't have the chance to peek at the ejagfest :)

These are the bigger changes (aside from many code and data structure changes, that in fact took longer then the new features):

 

SPRITES
- up to 8 NPCs at proper dynamic z-depth
- Projectile (using one of the NPCs currently)
- animated NPCs (fire)

ITEMS
- item system:
- 4 main equipment items (helmet, sword, shield, armor)
- 4 qualities
- 2 magic modifiers
i.e. wooden sword of life
- 8 special items
- 8 modifiers
i.e. ring of power, gem of life
- barrels/chest can hold items now
- inventory system (sorted)
- suitable objects can be equipped
- helmets will replace already equipped helmets and unequip those
- same for all other wearables
- either a magic book or shield can be carried
- the inventory shows the change of stats if the selected item would be equipped
- stats screen showing all player stats (including modifiers etc from all equipped items)
- player sprite reflects if a weapon is equipped

SCRIPTING
- multithreadding engine (32 slots)
- each room has an init routine called on entering to set things up
- any interaction with objects can cause events (like the trap in the demo, or messages being shown)

AUDIO
- 1 channel SFX streamed from ROM (6khz currently)
- also looped SFX possible (crackling fire)
- 1 channel chiptune test/placeholder (Utima Stones <3)

TEXT
- display routine for items with all qualities and modifiers
- display routine for larger auto-centered texts

ROOMS
- 6 rooms connected currently
- rooms are loaded from ROM
- global variables for all object states

ENGINE
- massive speed improvements
- gfx structures reworked for memory efficiency
- selected keys shown in UI
- equipped items shown in UI

TEAM
- PriorArt Games
- Martin 'enthusi' Wendt - code
- Dan 'Zooperdan' Thoresen - gfx, design
- Kamil 'Jammer' Wolnikowski - in the future: sfx and music

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Meanwhile there is news in the audio section.

The music routine is basically done. That was a major effort to code from scratch that I was looking up against for a while :)

We posted a little demo here:

http://atariage.com/forums/topic/286258-lynx-funky-xmas-demo/

3 channels chiptune and a 4th for the sample based sound effects.

It updates the registers once per frame only. Turned out to be sufficient for (if you ask me) amazing instruments :)

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