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'Zelda' type game in progress — Parallax Forums

'Zelda' type game in progress

Jesse DruehlJesse Druehl Posts: 25
edited 2010-03-24 14:41 in Propeller 1
Here I present an early version of a "Zelda" type adventure/RPG. I am generically calling it "Adventure" since I have not come up with a name yet.

Needs a lot of work still, but the basics are there including 9 rooms to explore complete with monsters, treasures, and secrets.
I believe I have designed the game in a modular way (following many of the ideas and suggestions in Andre's Hydra book).
It is quite easy to add rooms, items, monsters, secrets, etc. Just see the beginning of the DAT section for the game data sections.

You will need the HEL 4 graphics engine from the Hydra book CD, this is not included due to licensing.
I am in the process of writing my first tile based graphics driver, which is going well but not ready for any serious use.

You will need to modify the keyboard start line to suite your setup.

Enjoy!

EDIT: Thanks OBC, I was not aware. I modified the archive and included the HEL driver.

UPDATE: Version 0.9 on 09/09/09. Some minor changes and bug fixes.

- Jesse

Post Edited (Jesse Druehl) : 9/10/2009 1:24:12 AM GMT

Comments

  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2009-09-06 17:36
    Good news! The HEL drivers as well as most of the Hydra Book CD were released..

    www.parallax.com/Portals/0/Downloads/sw/HYDRASourceCodeDemos.zip

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  • trodosstrodoss Posts: 577
    edited 2009-09-08 03:01
    @Jesse.
    Looks like it will be a great game!

    A modular, data-driven approach should, as you said, make it easier to extend.

    Keep up the great work!
    --trodoss

    (attached is a screen shot from Gear so others can get an idea of what it looks like)
    703 x 445 - 16K
  • VaatiVaati Posts: 712
    edited 2009-09-08 14:35
    Hello, Jesse!

    This game is awesome! I have been wanting to make a prop RPG for a while, and this is an excellent template for one. I am amazed at how small it is compared to the other hydra/prop games, as it includes 3 AI's and it is completely written in spin. (except for the sprite/map data)

    I made a few modifications of my own--I made a bomb item, added it to the pause screen where it has the quantity of the bombs listed like the gems, and am in the process of getting the bombs to actually explode.

    Another addition I was thinking of was to make the current game into a dungeon with a dungeon boss in it, such as the ones in the zelda games.

    This would open up possibilities to having an outside section, possibly with a main city (not unlike the town of Hyrule in the zelda games) and so on. This would, of course, take up more and more memory space for the prop. However, with the format you used in the code, a lot more could be fit into it.

    I think that if the present map was reduced slightly, and room 6 (the never-ending loop room) led to the boss door, it could qualify for an excellent first dungeon. All that would have to be done from that point is to build another map for the outside and entrance to the dungeon, and a few more lines of code to give the pc an item needed to proceed to another dungeon or area, and teleport him back to the dungeon entrance.

    Once again, this rpg has great potential at being an excellent game. although it may have to wait for the prop 2 for 4 dungeons plus a final boss, this game is still fun.

    If you want me to, I can post the code I have so far on this thread, or email it to you if you wish to modify it on your own.

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  • Jesse DruehlJesse Druehl Posts: 25
    edited 2009-09-09 22:03
    Thank you for the comments.

    Vaati:

    Your thinking exactly like I have been. What I posted so far is just the beginnings of the game engine.
    I havn't created the "sequence" for the maze room, so if you go into it, you are stuck.

    May be able to condense the tilemap a bit further, currently there are 30 screens/rooms but only the first 10 have been filled. I left a blank border around each screen to allow the player to walk off screen. I know this can be done a better way. I am also thinking about letting the player roam free instead of being "tile locked" as it is now, but leave the monster AI working tile by tile.

    I would like to incorporate small text instead of the tile based text, so an on-screen status bar would work. I am just beginning to grasp tv/graphics driver design so I think a custom multi-cog graphics driver will be in the works soon.

    Go ahead and post what you added, I would love to see it.

    -
    Jesse

    Post Edited (Jesse Druehl) : 9/9/2009 10:09:00 PM GMT
  • VaatiVaati Posts: 712
    edited 2009-09-12 15:57
    Hi, sorry I didn't post earlier--I had loads of school stuff to finish up...· rolleyes.gif

    Here are the two files I have been working on...· I am in the process of adding a boss to the one so rightly named, and the one that says it isn't working just means that the bomb dropping statement is faulty.

    If you could be so kind, please see what you can make of the bomb dropping if then statement.· Whenever I hit the UP key, it does the equivalent of dropping a bomb...· Of course, you can't see the bombs themselves (yet), but it does decrement the bomb bag number in the inventory.


    Other than that, how do you like my bomb bag tile and the 5 bomb tile?· lol.gif

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  • VaatiVaati Posts: 712
    edited 2010-03-24 14:41
    Jesse Druehl,

    I've been working on this a little more--I modified it to work with the NES controller (using the "gamepad_drv_001.spin" driver) and just commented out the keyboard code.

    I'm also trying to add the bomb-dropping routine, and having the NES simplifies the controls, but I'm not sure how to add the bomb explosion sprite when you press the B button.

    I'm attaching the file and drivers, plus the bomb explosion bitmap. smile.gif The HEL GFX engine attached is for basepin 12 video.

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