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.
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.
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.