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Forum Index : Microcontroller and PC projects : MMBasic: Knightmare Game

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Turbo46

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Joined: 24/12/2017
Location: Australia
Posts: 1611
Posted: 06:58am 26 Jan 2024
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Thanks Leo but I'm not a github user and not a programmer. Learning to use github is not something I wish to do. While I can cobble a program together that will do what I want but I'm not the sort of person you would want to meddle with your program.

I will add the controller later and put the code up here but it won't be in any format that you will want in your work.

Bill
Keep safe. Live long and prosper.
 
LeoNicolas

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Joined: 07/10/2020
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Posted: 01:34am 28 Jan 2024
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I pushed a couple of fixes to the repo:

1) Buffer error fix when starting a new level having a Shield
2) Fix the shield color transition showing the shield damage level
3) Stage 2 boss implementation
4) Implement a different shield damage level when hit by the boss shots
5) Updated the crystals with the letters as suggested by Bill
6) Replaced the stage 2 music file with the one provided by Martin

Thank you for the contribution  



Edited 2024-01-28 11:55 by LeoNicolas
 
Turbo46

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Posted: 02:16am 28 Jan 2024
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Thanks Leo, That sounds good.

I'll have a play later today. I didn't mention it before but, in stage 2, I was caught by the shrubbery as the screen scrolled down and it crashed but I thought that was similar to being caught by the river and I should have died.

I have decided not to implement the controller because I would have to fiddle with the program in a few places and that would not be good for a temporary test. I have the bits to build a keyboard simulating joystick now and will try to get that going over the next few days.

Bill
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Turbo46

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Posted: 05:06am 29 Jan 2024
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Hi Leo, Finally had a play today. I like the new power crystals, thanks for that.  

There still may be a problem with the shield. It changed colours OK. It disappeared when I had the 'contact explosion' and 'invisiblity' then came back when that wore off. Then, while fighting with the stage one boss it turned pink, fell off and lay on the ground. When I went into stage 2 it crashed again:



That was repeatable.

Oh Boy! that stage 2 boss is hard to kill. Is there a preferred weapon for killing bosses?

Bill
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LeoNicolas

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Posted: 05:58am 29 Jan 2024
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Hey Bill

I have fixed the shield issue and implemented another enemy from stage 2. Two others are remaining: the skeleton and the black demon.

The best weapons to kill the stage 2 boss are these:



The stage 2 boss has 48 points of life. The weapons I listed decrease the boss's life by two points. You only need to hit it 24 times

I'm using the same values from the original implementation. However, I will implement a difficult level selection, making the game easier to beat.

I found a great Knightmare review on Youtube:
https://www.youtube.com/watch?v=0qsH9Pj5dtU
 
Turbo46

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Posted: 06:33am 29 Jan 2024
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Thanks Leo, I didn't realize it was so big. Such a lot to go.

Yes I definitely will need easier levels of difficulty once you implement the player's death.

I'll try again tomorrow hopefully.

Bill
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LeoNicolas

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Posted: 01:21am 30 Jan 2024
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Yep, the game is big. However it's easier to implement it now than when I started because the most of the mechanics and architecture are already implemented. I'm just extending them.

Probably I can use the same engine to implement other games such as Nemesis/Gradius/Salamander or even 1942
 
Turbo46

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Posted: 03:13am 30 Jan 2024
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Hi Leo,

I ran it through once and couldn't fault it at all.

This time the shield disappears when depleted rather than lies on the ground.

I'm not sure about the clouds. When you shoot them, they come at you very fast, are you meant to dodge them. Do they do you any damage when they hit you?

Because the bosses take so many hits to kill them, a boss health indicator would help. I know the faces change colour as they become more damaged but that is a fairly coarse indication. Maybe a countdown? I expect that you want to keep it as close as possible to the original though.

A request please: Can you please implement the controller next? My Grandsons are coming over tomorrow afternoon and I would like to get them to try it. As they are addicted to their Xbox and PS/whatever it is now, they would not want to bother with the keyboard.

Bill
Keep safe. Live long and prosper.
 
Turbo46

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Posted: 06:51am 30 Jan 2024
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Played it though a couple of times with no fault. One thing I did notice that while some weapons fire through enemies they don't fire through the blocks. That could be the way it is because they are not enemies?

Also noticed that you can go out of one side and come in from the other. Not all the time and I haven't worked out when you can and can't or why you would want to.

Bill
Keep safe. Live long and prosper.
 
LeoNicolas

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Posted: 06:33pm 30 Jan 2024
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There are some weapons that fire through enemies, and kill them with one hit, but the shoots do not pass through blocks

The clouds attack you if you hit them. They kill the player if they hit it. You can dodge them or shoot them.

I will try to implement the gamepad support. However the last time I tried I had issues on running MMB4W on wine. I will try it again
 
LeoNicolas

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Posted: 05:44am 31 Jan 2024
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Hello everyone

More two monsters were implemented for stage 2, the black demon and the yellow thing (I don't know the real name lol). Only the skeleton is missing, the last missing piece to complete the stage 2 implementation

The cloud in the screenshot is the black demon before his transformation, which happens only after he stops moving. It will be more clear when I publish the video.

I hope you are enjoying the updates.


 
Turbo46

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Posted: 06:33am 31 Jan 2024
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I had time for a quick play. No problems, The black demon seems to do nothing then goes away. I thought the yellow things might be tumbleweeds?

I noticed that, when using the triple flames weapon, the spread of the firing is less in stage 2 than in stage 1. That makes it harder to kill the boss as he is bouncing around right to left. I think that changed some time back but I could be wrong it may well have been that way all along for stage 2.

I try to have the shield and the triple flame weapon when tackling the boss. Thanks again for changing the power crystal letters,

Bill
Keep safe. Live long and prosper.
 
LeoNicolas

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Posted: 07:04pm 31 Jan 2024
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There is a chance for the black demon to fire. I kept it low in stage 2.

The weapon that fires three flames has two levels. the first one the flames spread in angle, but if you get a second crystal, the weapon is upgraded and it fires three parallel flames.
Edited 2024-02-01 05:04 by LeoNicolas
 
Turbo46

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Posted: 04:00am 01 Feb 2024
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  Quote  he weapon that fires three flames has two levels. the first one the flames spread in angle, but if you get a second crystal, the weapon is upgraded and it fires three parallel flames.

Ah, thank you. I thought I might be topping it up. Not sure if the weapons have limits.

Thanks

Bill
Keep safe. Live long and prosper.
 
Turbo46

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Posted: 04:57am 01 Feb 2024
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Played again. This time I went through to stage two with a depleted shield and it was renewed when entering stage two. Not sure if that is correct or not but it helps.

Bill
Keep safe. Live long and prosper.
 
LeoNicolas

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Posted: 05:43am 04 Feb 2024
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Hello everyone

Today, I released a new video showing the stage 02 gameplay and also some bugs that happened while I was playing the game

I think I will have stage 02 completed by tomorrow.

As always, the source code is available at https://github.com/leonicolas/knightmare-cmm2/

Enjoy  

https://youtu.be/N9ESVC2M1VU
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 4222
Posted: 07:14am 04 Feb 2024
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Impressive! Not only the game, bit also the gameplay. The combination of slow and fast graphics (birds, fireballs).

If it is your plan to convert this to pico, you will have to use some smart tricks.

Volhout
PicomiteVGA PETSCII ROBOTS
 
LeoNicolas

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Posted: 04:10pm 04 Feb 2024
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Hello Volhout

Thank you  

I planning to adapt the game to run on a pick, however I need to buy one first. I also need to make it work on the CMM2. The game is only tested on the MMB4W
 
LeoNicolas

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Posted: 05:11pm 08 Feb 2024
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Hello Everyone

I'm sharing two updates and a curiosity...

- I'm currently implementing the stage 03. I plan to have a video recording at the end of the weekend.

- My PicoMite VGA has arrived. I can test and adapt the game to run on it. Thank you Volhout  

- I have used cloc to check the game source code size. I am surprised at how small it is. After completing this project, I'm thinking of implementing a Basic Minifier similar to what we have with Javascript. This approach will help keep the code clean with long subs, functions, variable names, and a small minified runtime code.


$ cloc --force-lang="Visual Basic"  *.bas *.inc
     16 text files.
     16 unique files.                              
      0 files ignored.

github.com/AlDanial/cloc v 1.90  T=0.03 s (508.8 files/s, 79941.2 lines/s)
-------------------------------------------------------------------------------
Language                     files          blank        comment           code
-------------------------------------------------------------------------------
Visual Basic                    16            335            282           1897
-------------------------------------------------------------------------------
SUM:                            16            335            282           1897
-------------------------------------------------------------------------------
 
thwill

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Joined: 16/09/2019
Location: United Kingdom
Posts: 4036
Posted: 05:27pm 08 Feb 2024
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  LeoNicolas said  After completing this project, I'm thinking of implementing a Basic Minifier similar to what we have with Javascript. This approach will help keep the code clean with long subs, functions, variable names, and a small minified runtime code.


sptrans already includes tree-shaking and creates the necessary data structures for crunching identifiers, I just haven't needed to build the final step yet.

Developed against MMB4L but should run on MMB4W or the CMM2.

Best wishes,

Tom
Game*Mite, CMM2 Welcome Tape, Creaky old text adventures
 
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