Previously, on Bob and Trev: Resurrection...
Game over, man
The competition is nearly at an end, which can only mean one thing - tomorrow's article will be the conclusion, and will (hopefully!) feature a copy of the game to download.
...
and here it is.
Does it work?
Um, I think so. After not having quite as much time as I liked to get it finished and balanced today, I then remembered at 11:30 that I hadn't tested the exploding weapons yet. And then spent an age trying to work out why it wasn't working. It turns out I hadn't been very careful with my variable names, and some of the screen output code was overwriting variables which were being used to track what's in range of the explosion. Which made for an interesting round of debugging, where code which used to do something suddenly decided to get stuck in an infinite loop.
As such, I haven't been able to play the game to completion, or do enough playtesting to get the balancing right. And with my current screen telling me I have 498 bytes of RAM spare, I'm not even sure if the game will make it all the way to the end.
Now, please excuse me while I go outside and have a heart attack.
r.g.r.a release announcement
Original r.g.r.d thread
Game web page, with source available for viewing online
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Bob and Trev: Resurrection: Just in time |
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mavhc (07:08 17/3/2007) moss (09:44 17/3/2007) ad (12:55 17/3/2007) Phlamethrower (13:14 17/3/2007) monkeyson2 (13:15 17/3/2007) Phlamethrower (13:22 17/3/2007) monkeyson2 (13:25 17/3/2007) monkeyson2 (13:29 17/3/2007) Phlamethrower (13:33 17/3/2007) monkeyson2 (13:37 17/3/2007) monkeyson2 (13:35 17/3/2007) Phlamethrower (13:39 17/3/2007) monkeyson2 (13:40 17/3/2007) Phlamethrower (19:54 24/3/2007) ad (14:08 17/3/2007) Phlamethrower (16:43 17/3/2007) Phlamethrower (10:33 17/3/2007) mavhc (21:45 17/3/2007) Phlamethrower (21:56 17/3/2007)
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Mark Scholes |
Message #100147, posted by mavhc at 07:08, 17/3/2007 |
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Posts: 660
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What kind of keys are yuhjklbn? I can't see why they were chosen/how to arrange my hands to use them |
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John Hoare |
Message #100148, posted by moss at 09:44, 17/3/2007, in reply to message #100147 |
Posts: 9348
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Fantastic stuff, . I'll dig out the Beeb emulator and give it a go |
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Jeffrey Lee |
Message #100151, posted by Phlamethrower at 10:33, 17/3/2007, in reply to message #100147 |
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Posts: 15100
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What kind of keys are yuhjklbn? I can't see why they were chosen/how to arrange my hands to use them http://en.wikipedia.org/wiki/HJKL_keys#Roguelikes
I didn't really feel like redesigning the roguelike keyset, so just stuck with those. |
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Andrew Duffell |
Message #100158, posted by ad at 12:55, 17/3/2007, in reply to message #100148 |
Posts: 3262
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Fantastic stuff, . I'll dig out the Beeb emulator and give it a go I did... Used BeebEM, and the 100k disc image.
Bob and Trev: Resurrection Loading Name?ANDREW
Disk read only at 40 >_
Oh well.... probably something I did wrong. |
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Jeffrey Lee |
Message #100160, posted by Phlamethrower at 13:14, 17/3/2007, in reply to message #100158 |
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Oh well.... probably something I did wrong. I've never used BeebEM... but at a guess I'd say you forgot to tell it to make the disc writable
The 100k image seems to work fine on BeebIt. Providing you remember to flag the disc as writable. |
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Phil Mellor |
Message #100161, posted by monkeyson2 at 13:15, 17/3/2007, in reply to message #100158 |
Please don't let them make me be a monkey butler
Posts: 12380
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I just had a go with B-Em on the Mac, and it kind of works. Unfortunately I can't turn caps lock off, so when I try to move I get Bad key 'H' messages.
You don't validate the filename length when asking the player's name: MONKEYSON is too long and the program crashes
*waits for BeebEm to download* |
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Jeffrey Lee |
Message #100162, posted by Phlamethrower at 13:22, 17/3/2007, in reply to message #100161 |
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You don't validate the filename length when asking the player's name: MONKEYSON is too long and the program crashes True. I guess all it needed was a call to LEFT$() to cut it down to size.
*attempts to shift the blame to DFS for not providing a nicer error message* |
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Phil Mellor |
Message #100163, posted by monkeyson2 at 13:25, 17/3/2007, in reply to message #100162 |
Please don't let them make me be a monkey butler
Posts: 12380
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BeebEm users: File -> Disc Options -> Write Protect 0 |
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Phil Mellor |
Message #100164, posted by monkeyson2 at 13:29, 17/3/2007, in reply to message #100163 |
Please don't let them make me be a monkey butler
Posts: 12380
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Escape at 2630 kills you!
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Jeffrey Lee |
Message #100165, posted by Phlamethrower at 13:33, 17/3/2007, in reply to message #100164 |
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Yes. I think you'll find space is a better key to use to get out of "Eat what?" style prompts |
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Phil Mellor |
Message #100166, posted by monkeyson2 at 13:35, 17/3/2007, in reply to message #100164 |
Please don't let them make me be a monkey butler
Posts: 12380
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I'm not sure what the program's limit is for the number of monsters in a room, but mine appears to be 2. Deaded again!
It's quite impressive this. Is the source available in a browser friendly, untokenised format? |
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Phil Mellor |
Message #100167, posted by monkeyson2 at 13:37, 17/3/2007, in reply to message #100165 |
Please don't let them make me be a monkey butler
Posts: 12380
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Yes. I think you'll find space is a better key to use to get out of "Eat what?" style prompts I think you'll find *FX13,6 is a better way of disabling the ESCAPE pressed event. |
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Jeffrey Lee |
Message #100168, posted by Phlamethrower at 13:39, 17/3/2007, in reply to message #100166 |
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I'm not sure what the program's limit is for the number of monsters in a room, but mine appears to be 2. There isn't really a limit; it just chooses random locations to place things. But I think there's also a bug that it can place multiple monsters ontop of each other
It's quite impressive this. Is the source available in a browser friendly, untokenised format? Not at the moment, but it'll probably be on the webpage, which I guess I'll start work on now-ish.
Would be nice if StrongED had an 'export as HTML' option so you could get all the syntax highlighting |
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Phil Mellor |
Message #100169, posted by monkeyson2 at 13:40, 17/3/2007, in reply to message #100168 |
Please don't let them make me be a monkey butler
Posts: 12380
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monsters ontop of each other |
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Andrew Duffell |
Message #100171, posted by ad at 14:08, 17/3/2007, in reply to message #100163 |
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BeebEm users: File -> Disc Options -> Write Protect 0 Aha... thanks. that works. |
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Jeffrey Lee |
Message #100174, posted by Phlamethrower at 16:43, 17/3/2007, in reply to message #100171 |
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Browser-friendly source code!
http://www.phlamethrower.co.uk/riscos/batr.php
At the moment, that's just the output of TEXTSAVEO 3/TEXTSAVEO 1. I did try making a syntax highlighted one, but the steps were rather convoluted (split program into chunks -> load into BBC BASIC for Windows demo -> print to PDF using CutePDF -> export to HTML using some random tool). The tools I tried for the HTML conversion weren't that great either, and produced over-complicated, messed up formatting. And BBC BASIC for Windows' syntax highlighting is nowhere near as good as StrongED's
[Edited by Phlamethrower at 16:46, 17/3/2007] |
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Mark Scholes |
Message #100178, posted by mavhc at 21:45, 17/3/2007, in reply to message #100151 |
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What kind of keys are yuhjklbn? I can't see why they were chosen/how to arrange my hands to use them http://en.wikipedia.org/wiki/HJKL_keys#Roguelikes
I didn't really feel like redesigning the roguelike keyset, so just stuck with those. Well that's weird unix people for you. My patch:
850DEFFN4(A$)N%=INSTR("tgby.nujm",RIGHT$(A$,1))-1:IFN%<FALSE=FALSE ELSEQ%=N%MOD3-1:N%=N%DIV3-1:=1 2660IFA$="v"A$=A$+GET$:IFFN4(A$)Z%=FN7
v is now move without fighting, tyu,gj,bnm to move |
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Jeffrey Lee |
Message #100179, posted by Phlamethrower at 21:56, 17/3/2007, in reply to message #100178 |
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You also need to change line 280 (downward stair placement) and line 2400 (explosions). |
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Jeffrey Lee |
Message #100716, posted by Phlamethrower at 19:54, 24/3/2007, in reply to message #100166 |
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I'm not sure what the program's limit is for the number of monsters in a room, but mine appears to be 2. Deaded again! Getting hit by wielded weapons hurts quite a bit more than I was expecting - enough for some monsters to kill you in one hit on the 2nd level. I'm tempted to tweak the formula a bit, but that would go against the spirit of a 7DRL (i.e., that once the competition is over you're only meant to release bugfixes).
I think I'll have to try playing a game where I just run away from any big, scary monsters and see how far I can get |
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