Author Topic: Rogue Z80  (Read 27598 times)

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Offline calcdude84se

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Re: Rogue Z80
« Reply #105 on: July 24, 2010, 01:22:01 pm »
On topic, any progress lately? ;D
How's it been going?
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Offline mapar007

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Re: Rogue Z80
« Reply #106 on: July 24, 2010, 01:27:43 pm »
I haven't coded anything yet since I returned from Corsica... Shame on me :S

Offline Raylin

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Re: Rogue Z80
« Reply #107 on: July 24, 2010, 01:38:08 pm »
@mapar007: LOL. I'm just learning that game. I just died from a LV 1 Floating Eye.
« Last Edit: July 24, 2010, 01:38:46 pm by Raylin »
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Offline mapar007

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Re: Rogue Z80
« Reply #108 on: July 24, 2010, 04:18:15 pm »
If you're a warrior, kill him with arrows or oil flasks. As a mage, just pwn him with magic missile.


(also: download the spoiler files. There's a guide or two in there. It's really useful and will save you loads of frustration.)

My first death was against a battle-scared veteran in town. :D

Offline DJ Omnimaga

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Re: Rogue Z80
« Reply #109 on: July 29, 2010, 04:50:13 am »
I hope this project doesn't die :(

Offline mapar007

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Re: Rogue Z80
« Reply #110 on: July 30, 2010, 04:31:37 am »
Right now, I'm planning stuff for next year's exams, which come in September/October. I won't be able to get done a lot :(

Offline DJ Omnimaga

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Re: Rogue Z80
« Reply #111 on: July 30, 2010, 04:44:24 am »
Ouch I see, what kind of stuff are you planning?

I hope you aren't gonna quit calcs :/

Offline V1mes

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Re: Rogue Z80
« Reply #112 on: August 04, 2011, 02:48:08 pm »
hey maybe you could take your existing code for this and port doom the roguelike
see here: http://doom.chaosforge.org/
Nom nom nom

Spoiler For Do a barrell roll:

Offline DJ Omnimaga

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Re: Rogue Z80
« Reply #113 on: August 04, 2011, 04:05:33 pm »
Holy necropost batman, it's not even halloween yet! O.O

I guess that might be an idea, although it would certainly not be Mapar007 who would work on it, since he left the forums a long while ago.
« Last Edit: August 04, 2011, 04:05:49 pm by DJ_O »

Offline TIfanx1999

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Re: Rogue Z80
« Reply #114 on: August 04, 2011, 05:02:32 pm »
@V1mes: Please check the last post date when posting. This thread has been inactive for over a year, and as DJ_O said, the author no longer visits here regularly. Welcome here by the way. =)
« Last Edit: August 04, 2011, 05:03:11 pm by Art_of_camelot »

Offline mapar007

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Re: Rogue Z80
« Reply #115 on: May 01, 2013, 04:14:05 am »
Ladies and gentleman, you might ask "Why is this dude posting in a thread that's been dead for 1.5 years?".


Because PROGRESS!


I've started to slowly revive this little pet project of mine. I'll be coding away throughout May, but June will be calmer due to exams. Just don't expect me to perform any miraculous feats; my skills have rusted a lot so I'm spending loads of time debugging.

So anyway, monster movement AI now mostly works (save a couple quirks).
Current working features:
- Moving around the map/collision detection
- Monsters move and attack the player (the @ on the map)
- Can pick up items
- see inventory and equipment
- look around without moving/losing a turn
- Can battle/kill monsters/get killed by monsters


EDIT: keep in mind, most graphics/menus are still in the "placeholder" phase. Rest assured that the game will look better when finished. Graphics aren't my top priority now.


« Last Edit: May 01, 2013, 04:16:33 am by mapar007 »

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Re: Rogue Z80
« Reply #116 on: May 02, 2013, 02:17:19 am »
THat is great! I am glad this is revived :). As for the graphics I don't mind them since they are similar to the 68K one. Some grayscale would be nice though (assuming ThePenguin77's routine/tutorial works for the regular 83+)

Welcome back!

Offline mapar007

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Re: Rogue Z80
« Reply #117 on: May 02, 2013, 03:57:17 am »
More progress to report!

I've implemented a random map generator. (Algorithm used: http://kuoi.com/~kamikaze/GameDesign/art07_rogue_dungeon.php)


I turned off items for the demonstration because random item placement hasn't been implemented yet, which caused items to get stuck in walls. I already have a routine that populates the level with monsters, so writing an item placement routine shouldn't be that hard.

I also made the death screen less shitty and replaced the wall tiles. Let me know what you think.


EDIT@DJ: I'll see what I can do about grayscale. Never worked with it thus far, but AFAIK my tilemapper should support it with a few edits. It'll also be a good excuse to rewrite my key input loop, which is a giant piece of crud at the moment.

EDIT2: More progress:
  • Implemented random item placement
  • Fixed a stupid bug in the AI which turned out to be caused by a bug in my routine that squares HL.  :-[ It returned bogus values when asked to square 0.
« Last Edit: May 02, 2013, 09:00:26 am by mapar007 »

Offline mapar007

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Re: Rogue Z80
« Reply #118 on: May 02, 2013, 05:24:10 pm »
Double post because there's progress again.

I implemented stairs, so now you can go up and down between randomly generated levels. The town has been added too, but it's completely featureless as of now (except for a set of stairs).

Two screenies included: one with monsters disabled to demonstrate exploring. The other one has monsters enabled to showcase actually diving into the depths of the dungeon and mauling some malicious monsters out there.

I've also included a binary. Be warned: I'd not run this on actual hardware just yet, there might be some nasty bugs around. Be safe, use an emulator. ;)

Controls:
  • Arrow keys/numpad to move and attack
  • PRGM shows equipment
  • X,T,th,n shows inventory
  • ^ goes up/down stairs
  • COS shows a list of items strewn around the level
  • STAT shows player stats (duh)
  • ENTER to advance certain prompts
  • ) to look around
  • CLEAR to quit

EDIT: I'll be coding shops next
« Last Edit: May 02, 2013, 05:28:39 pm by mapar007 »

Offline Sorunome

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Re: Rogue Z80
« Reply #119 on: May 02, 2013, 07:25:18 pm »
That looks pretty nice, awesome that you picked it on again :D

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