July 17, 2019, 02:42:06 PM

Author Topic: Fireball Dungeon (C64 style) - 8bit wars compo entry  (Read 905 times)

Offline craigd

  • Jr. Member
  • **
  • Posts: 41
Re: Fireball Dungeon (C64 style) - 8bit wars compo entry
« Reply #15 on: April 01, 2019, 12:07:40 AM »
Finally!! Anywhere I can upload since adding attachment here didn't work. I didn't think it would.

Online Steve Elliott

  • Hero Member
  • *****
  • Posts: 1833
Re: Fireball Dungeon (C64 style) - 8bit wars compo entry
« Reply #16 on: April 01, 2019, 12:09:10 AM »
Give the man some web space Qube.  Although you should have asked earlier!   :)
Windows 10, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
MacOS Mojave, 64-bit, 8Gb RAM, CPU Intel i5, 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB.
Linux Mint 19.1, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
Raspbian Buster, pi4 4Gb RAM,1.5Ghz

Offline craigd

  • Jr. Member
  • **
  • Posts: 41
Re: Fireball Dungeon (C64 style) - 8bit wars compo entry
« Reply #17 on: April 01, 2019, 12:11:03 AM »
hahaha

found an uploader site. https://ufile.io/7zqxj

64bit windows. I had to rush to get some version out haha my nerves are shot. I need a drink ;)

Hopefully it works ok. My dropbox isn't working for some reason. Google drive doesn't either ffs :/

Online Steve Elliott

  • Hero Member
  • *****
  • Posts: 1833
Re: Fireball Dungeon (C64 style) - 8bit wars compo entry
« Reply #18 on: April 01, 2019, 12:12:31 AM »
Hopefully all is ok, and enjoy ya drink.
Windows 10, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
MacOS Mojave, 64-bit, 8Gb RAM, CPU Intel i5, 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB.
Linux Mint 19.1, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
Raspbian Buster, pi4 4Gb RAM,1.5Ghz

Offline Qube

  • Administrator
  • Hero Member
  • *****
  • Posts: 1952
Re: Fireball Dungeon (C64 style) - 8bit wars compo entry
« Reply #19 on: April 01, 2019, 12:18:52 AM »
Umm, it's after the comp deadline :o

However in this circumstance you were just delayed due to finding somewhere to upload rather than working on your entry past midnight :)
Until the next time...

Offline craigd

  • Jr. Member
  • **
  • Posts: 41
Re: Fireball Dungeon (C64 style) - 8bit wars compo entry
« Reply #20 on: April 01, 2019, 01:59:23 AM »
Umm, it's after the comp deadline :o

However in this circumstance you were just delayed due to finding somewhere to upload rather than working on your entry past midnight :)

I tried to attach the file to my post at the final minute. Damn dropbox and googledrive not working. I hadn't used them since 2017 or something but always kept them updated. I thought bloody typical for crap to go wrong hahah I'll figure something out for future uploads.

Thanks for the extra time for uploading :)

@Steve Elliott thanks man. I've never really bothered exporting my stuff as an exe so I deffo hope so too hahah

I usually just do small games for my own enjoyment. Gamedev has kept me sane through the years ;}

So about the game...

At the beginning I didn't really think I'd actually be entering so I just pottered about now and then. It's only been this week, as the deadline loomed, that I thought more seriously about entering. I did about 40% of the work this weekend.  So there's a lot of programmer art placeholders still in place haha

The basic story is-
You play as a wizard, Gandarf, who has a pet cat named Kitty
Kitty knocked over some potions etc and you both get teleported to some dungeons where you have no magic
Kitty's 9 lives are spread out over these dungeons
Help Kitty be complete again... blah blah

Gameplay is pretty much Arkanoid :}

KEYS:
ARROW KEYS to control Gandarf
ARROW KEYS also selects items in shop
ENTER to SELECT / BUY
SPACEBAR to GO TO NEXT DUNGEON in the SHOP

The only items that are implemented are the
HEALTH BOOST
SPEED RUNE
KEYS
MAGNET

I believe that's it :) Hopefully it all works perfectly (fingers crossed....)

Offline therevills

  • Hero Member
  • *****
  • Posts: 552
Re: Fireball Dungeon (C64 style) - 8bit wars compo entry
« Reply #21 on: April 01, 2019, 03:01:50 AM »
Sign up to https://itch.io/ and setup a quick project page, then upload you file there - its a nice place to show off your projects.

Offline MrmediamanX

  • Full Member
  • ***
  • Posts: 139
    • 3MX Digital
Re: Fireball Dungeon (C64 style) - 8bit wars compo entry
« Reply #22 on: April 01, 2019, 03:56:18 AM »
it's best to create an itch.io account and upload there ... you can customize the look of your download page,add version updates,write dev logs for peeps following you and stuff and there's no expiration date for your files/games.  :)

Offline Xerra

  • Hero Member
  • *****
  • Posts: 618
    • Retro Evolved
Re: Fireball Dungeon (C64 style) - 8bit wars compo entry
« Reply #23 on: April 01, 2019, 05:05:52 AM »
Definitely create an Itch.IO account like these guys have said. You can keep an eye on stuff like views and downloads and not have any issues like file upload sites trying to make people sign up for accounts or spam adverts at them then. Also it's a good start to showcase future games as you create them as well. Check out some of the other competitors previous games there.

Offline craigd

  • Jr. Member
  • **
  • Posts: 41
Re: Fireball Dungeon (C64 style) - 8bit wars compo entry
« Reply #24 on: April 02, 2019, 04:32:57 PM »
Ahh I did look into that a week ago but just completely forgot about it. Cheers guys, will deffo sign up

Offline craigd

  • Jr. Member
  • **
  • Posts: 41
Re: Fireball Dungeon (C64 style) - 8bit wars compo entry
« Reply #25 on: April 03, 2019, 01:27:09 AM »
OK guys I managed to get it onto itch.io. Been busy all day and finally got 5mins to get this up on itch.io :) Nice one for the suggestion guys! Seems quite nice and easy to use.

FIREBALL DUNGEON


Offline iWasAdam

  • Hero Member
  • *****
  • Posts: 1152
Re: Fireball Dungeon (C64 style) - 8bit wars compo entry
« Reply #26 on: April 03, 2019, 12:44:44 PM »
This is very good. great mechanic and interesting thought going on. I could see this reimagined and very playable :) Superb

Offline Derron

  • Hero Member
  • *****
  • Posts: 2206
Re: Fireball Dungeon (C64 style) - 8bit wars compo entry
« Reply #27 on: April 03, 2019, 01:37:50 PM »


You shouldn't use semi-transparency for the ghost - the image above has 65 colors.
Removing the ghost (drew a black rectangle above it) I still see 58 colors.

Dunno how this happens and if this is allowed to get "bugfixed" during this week (For me it would be ok - maybe you did not "color pick" your colors but used a "looks like this green" workflow).
I did not check it further - but some "ground tiles" look darker: did you by any chance tint them individually ("SetColor 200, 200, 200" before drawing them to make them a bit darker) ? If so - just remove that tint ("bugfix").


bye
Ron

Offline craigd

  • Jr. Member
  • **
  • Posts: 41
Re: Fireball Dungeon (C64 style) - 8bit wars compo entry
« Reply #28 on: April 03, 2019, 04:06:44 PM »
This is very good. great mechanic and interesting thought going on. I could see this reimagined and very playable :) Superb

Thanks man. I appreciate the kind words :) Thanks for checking it out!

You shouldn't use semi-transparency for the ghost - the image above has 65 colors.
Removing the ghost (drew a black rectangle above it) I still see 58 colors.

Dunno how this happens and if this is allowed to get "bugfixed" during this week (For me it would be ok - maybe you did not "color pick" your colors but used a "looks like this green" workflow).
I did not check it further - but some "ground tiles" look darker: did you by any chance tint them individually ("SetColor 200, 200, 200" before drawing them to make them a bit darker) ? If so - just remove that tint ("bugfix").

Ahh yeah. I forgot to mention that. The only time I was going by C64 colour limits was in MultiPaint. That was enough of a challenge for me haha

NOTE: I've attached the dungeon graphics sheet I was working with (some test stuff in there..) to show it can be loaded straight into MultiPaint.

Once in the engine, I kind of gave up on colour palette limits. The floor is drawn at half transparency over a black background, while some tiles are drawn with even less, for a bit of variety. At full brightness, I felt like my eyeballs were being stabbed ;p

The transparency of the ghost was quite important in this game but I never got to implement that side of things...

Thanks for checking it out :)



Offline Derron

  • Hero Member
  • *****
  • Posts: 2206
Re: Fireball Dungeon (C64 style) - 8bit wars compo entry
« Reply #29 on: April 03, 2019, 04:11:28 PM »
Nice spritesheet - think you need to resolve that accidentally left on "fading" to make it compo-compatible (as the palette was the only true restriction we needed to take care of).

It might look a bit more vibrant yes. To darken it you might think of adding a alternating raster image over the ground tiles. Raster image = "x0x0x0x0" with x being black (or what ever) and 0 being transparent. Don't do that right in the spritesheet - if that way you could have different rasters for different "darkness" values ("x00x00x00" vs "x0x0x0x0")

Should be doable in "highres" (320x200).

bye
Ron