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Post by egotrip on Jan 25, 2015 18:20:00 GMT
The Adventure of Amy: Episode Zero A Prelude to Chaos This is a prototype of a game I am (sort of) working on. Its an adventure style game, where you need to collect 30 energy jewels scattered around the map. There are various items and obstacles to help and hinder your progress. This is essentially the start of the full game, with the first main dungeon. I had to sacrifice a few things due to the limitations of AGD, such as there is no actual boss, just stronger regular enemies. But I think it's turned out well considering. Controls are Q,A,O,P to move Space to Shoot (when activated) 1 to use items (unlocks doors and deactivates force fields when able) 2 to drink potion when low on energy. Screenshot: Download: app.box.com/s/3u2e7635lbscish54t54xtvikeii5wvi
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wbr
Cold Store
Posts: 4
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Post by wbr on May 21, 2015 16:55:22 GMT
Hello. I can't found 2 last energy jewels! where are they?
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Post by andrewvanbeck on May 22, 2015 7:34:24 GMT
Gonna try this the first chance I get, it looks great, your player character looks adorable. It's a shame that there isn't a 16x16 block mode in AGD huh!, would save so much memory with a game like this.
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Post by egotrip on May 22, 2015 12:57:49 GMT
Hello. I can't found 2 last energy jewels! where are they? Well, its a bit hard to know which jewels you are missing without knowing which ones you have found. At a guess, maybe you didn't find the hidden room in the dungeon. So here is a map of the game: i.imgur.com/0RLbsWu.pngI agree with the 16x16 blocks, but 8x8 blocks are also useful. I think more sprite events and more global variables are more important though.
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Post by andrewvanbeck on May 22, 2015 14:04:41 GMT
Yeah, ideally I'd like to see an array, like 256 single byte variables that we can deal with however we choose, would help a great deal with AI and adventure games. I always forget that we have Q and R now though, it's my own fault when I spend hours looking for a free variable Ohh, and a subroutine event type would be excellent - being able to call a sub from any event could cut down on a lot of code, especially when you delve into PUTBLOCK - that stuff can easily get complicated and take a lot of code. I would tend to use a sprite spawn to do things like remove blocks and that always ends up messy. I'd love to see a GETBLOCK command, so it can return the block at the current line and column - that would be a game changer IMO. 16px blocks would have to be optional, definitely... like the sprite height variable... but then being able to have 4 times as many screens for the same memory... that would rock.
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wbr
Cold Store
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Post by wbr on May 22, 2015 17:31:35 GMT
Well, its a bit hard to know which jewels you are missing without knowing which ones you have found. At a guess, maybe you didn't find the hidden room in the dungeon. So here is a map of the game: i.imgur.com/0RLbsWu.pngI agree with the 16x16 blocks, but 8x8 blocks are also useful. I think more sprite events and more global variables are more important though. and how to get the hidden room (upper left on map)? Ok! what's next?
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Post by egotrip on May 23, 2015 11:53:41 GMT
Go to the final screen, which is the screen in the mini-dungeon with the four flames - on the map it's three screens north of the pool.
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wbr
Cold Store
Posts: 4
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Post by wbr on May 24, 2015 12:48:52 GMT
Go to the final screen, which is the screen in the mini-dungeon with the four flames - on the map it's three screens north of the pool. thanks, won waiting for the continuation)
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