April 25, 2019, 11:53:17 AM

Author Topic: 3DzForMe's 8-bit wars comp entry - The Big Dark Adventure  (Read 2621 times)

Offline 3DzForMe

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3DzForMe's 8-bit wars comp entry - The Big Dark Adventure
« on: February 02, 2019, 07:31:20 AM »
Game Title: The Big Dark Adventure
Download link:

The Big Dark Adventure Front End

Platform: WindowOS
Language: BlitzBasic
Emulated Platform: Spectrum 16K (Expanded to 48K with a wobbly RAM Pack .... for now Wobbly RAM pack removed, but still present in the current download)

Brief Info: Nearly 5 Hours Spent So far Getting Framework in place.... yeah, I know, coding skills from scratch a bit rusty.

Media Information: All home made, not that you will be able to tell  :P 

Apart from Speccy font and pallette from this forum - credited and commented in code for now. Might release the code as well if I can get around to cleaning it up.

The Game will be a hobbit esque adventure... but as the title suggests... a bit darker.

Offline 3DzForMe

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Re: 3DzForMe's 8-bit wars comp entry - The Big Dark Adventure
« Reply #1 on: February 09, 2019, 07:38:24 AM »
Was making some great progress, 1st bug spotted, got the title wrong.... back to the drawing board. :o

Offline 3DzForMe

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Re: 3DzForMe's 8-bit wars comp entry - The Big Dark Adventure
« Reply #2 on: February 10, 2019, 04:47:35 AM »
Okay... Now giving consideration to storing my 'rooms' into an array for easy access by the main game 'engine'. Although calling it an engine is slightly over egging the cake, clockwork orange might be more appropriate, maybe even a clockwork prune game engine.

Yeah, clockwork prune game engine it is - keeps you moving  :o

Offline Qube

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Re: 3DzForMe's 8-bit wars comp entry - The Big Dark Adventure
« Reply #3 on: February 10, 2019, 04:54:13 AM »
Quote
Although calling it an engine is slightly over egging the cake
Call it engine, it's help motivate :) - I have a full on ZX Spectrum colour clash engine ;D - Well, more of a routine but engine sounds better :P
Until the next time...

Offline 3DzForMe

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Re: 3DzForMe's 8-bit wars comp entry - The Big Dark Adventure
« Reply #4 on: February 10, 2019, 10:26:16 AM »
Spectrum Colour Clash Engine, cool  :D

I've upgraded the name of my game engine to the 'Plum Game Engine' TM.

http://www.hpquest.com/techlord/apps/AOBPwB3D/AOBPwB3D.pdf

Actually trying my hand at object oriented stuff with respect to room definitions, my brain hurts. Going to Adrenaline Alley in Corby to let it cool down!

Offline 3DzForMe

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Re: 3DzForMe's 8-bit wars comp entry - The Big Dark Adventure
« Reply #5 on: February 11, 2019, 03:26:21 PM »
After getting object oriented syntax resolved, turns out using old mutlidimensional arrays colud be better, oh well.... :o

Offline Xerra

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Re: 3DzForMe's 8-bit wars comp entry - The Big Dark Adventure
« Reply #6 on: February 11, 2019, 04:46:21 PM »
Spectrum Colour Clash Engine, cool  :D

I've upgraded the name of my game engine to the 'Plum Game Engine' TM.

http://www.hpquest.com/techlord/apps/AOBPwB3D/AOBPwB3D.pdf

Actually trying my hand at object oriented stuff with respect to room definitions, my brain hurts. Going to Adrenaline Alley in Corby to let it cool down!

I've not used Blitz3D but I thought it wasn't actually an object orientated language? Sure I read that somewhere.

Offline 3DzForMe

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Re: 3DzForMe's 8-bit wars comp entry - The Big Dark Adventure
« Reply #7 on: February 11, 2019, 08:23:51 PM »
Yeah, it's not OO by design, but there are ways to force it's hand to be OO like, however, providing links to the next room in a OO  esque way is eluding me at the mo.

Offline 3DzForMe

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Re: 3DzForMe's 8-bit wars comp entry - The Big Dark Adventure
« Reply #8 on: February 12, 2019, 10:36:56 AM »
Going for the old array route - can get my suede around how to tie romms together that way - old school.


Offline Derron

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Re: 3DzForMe's 8-bit wars comp entry - The Big Dark Adventure
« Reply #9 on: February 12, 2019, 11:24:37 AM »
room.roomAtNorth = otherRoomInTheNorth
room.roomAtSouth = otherRoomInTheSouth

or more dynamic:
room.connectedRooms[0] = otherRoom1
room.connectedRooms[1] = otherRoom2
...
and to see if a room is north of something you give each room a x,y or "col,row" - so each room can itself decide weather it is south or north of another room.

If you do not want tight coupling:
room.connectedRooms[0] = otherRoom1.id
room.connectedRooms[1] = otherRoom2.id
and then retrieve information via something like GetRoom(room.connectedRooms[0].id).


bye
Ron



Offline 3DzForMe

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Re: 3DzForMe's 8-bit wars comp entry - The Big Dark Adventure
« Reply #10 on: February 12, 2019, 12:19:00 PM »
@Derron, thanks for the feedback - However I've ventured down the array route this morning for my 'clockwork plum' game engine - check out the HUGE progress, happy Dayz:

(Maybe the next adventure in 'The Big Dark Adventure' Trilogy will use an OO slant.  :D


Offline 3DzForMe

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Re: 3DzForMe's 8-bit wars comp entry - The Big Dark Adventure
« Reply #11 on: February 13, 2019, 10:41:01 AM »
Got my cardinal points clockwork plum engine working, minor hiccup with easts and wests being binary swapped over - forgot to actually 'call' the GoEast function. First 9 rooms interconnected - woo hoo. Right then, artwork. How many rooms before the end of march is going to be interesting, but we'll see.

Pleased I've made my first adventure engine.... ^-^

Offline 3DzForMe

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Re: 3DzForMe's 8-bit wars comp entry - The Big Dark Adventure
« Reply #12 on: February 16, 2019, 11:26:35 AM »
First and second room code done, need to squish the words down a bit though:

I've 9 distinct .bb files so far.... might need one or two more depedning upon whether my using the tape player (albeit imaginary....) as a means to supplement the spectrum's beep commands.


Offline 3DzForMe

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Re: 3DzForMe's 8-bit wars comp entry - The Big Dark Adventure
« Reply #13 on: February 21, 2019, 06:30:21 PM »
Got some death logic invoked.... :-\

Offline 3DzForMe

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Re: 3DzForMe's 8-bit wars comp entry - The Big Dark Adventure
« Reply #14 on: February 22, 2019, 08:20:17 AM »
first room imagery, home sweet home....