Opry99er Posted October 22, 2015 Share Posted October 22, 2015 I'm far enough along with this one to share a little bit of my current development. Jedi Gauntlet This game is written in vanilla TI BASIC. It is a "puzzle" type game where you have to take Yoda from his home in the Degobah system to the Death Star to face Darth Vader and save the Alliance. ((Yes, I know that never happened... this is my world)) Anyway, I have the first two levels working and the rest are pretty much a matter of design at this point. Your goal is to take Yoda through each level and use the Force to move objects to certain areas or to remove obstacles in your way. As Yoda, you only have a limited amount of the Force you can use per level, so you must use it wisely. Level 1 is extremely easy and is really just a primer to get the player used to the controls. As the levels increase in number, they also increase in difficulty. You can only use the Force to move objects within a certain range... Usually 5 tiles in any direction. Currently there are 5 levels I have mapped out, but I will probably end up with 10 or 12. Here are the levels I have planned so far. Level 1: Take Yoda from his subterranean home on Degobah to the X-Wing fighter Level 2: Repair the hyperdrive in the Millenium Falcon Level 3: (First Death Star Level) Get across the loading bay to the hyperlift. Level 4: (Second Death Star Level) Cross the Core Bridge Level 5: (Third Death Star Level) Use the Force to trap Darth Vader and save the Alliance A few screenshots: The game has been fun to write so far, and I am hoping I can finish it and stay under the maximum to run from tape. I am trying to keep the levels to where I can load them all from a single loop from DATA statements... I currently am able to do that with the two levels you see here. It saves space and is a fun challenge. I'm finding that I am needing to pad some DATA for the HCHAR and VCHAR loops, but I think I will be okay. I am currently under 6k and the vast majority of the code is in place. Now I'm just adding level DATA and modifying as I go to be able to incorporate the varying levels of layout complexity in the different game levels. Anyway, just wanted to share a little bit. I've been working on this game for about a week now and I feel like it is moving along pretty nicely for a BASIC game. 11 Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted October 22, 2015 Share Posted October 22, 2015 Are you going to compile it? Quote Link to comment Share on other sites More sharing options...
Willsy Posted October 22, 2015 Share Posted October 22, 2015 Anyway, just wanted to share a little bit. I've been working on this game for about a week now and I feel like it is moving along pretty nicely for a BASIC game. You know, when you've completed this, it would be an excellent candidate for porting across to either fbForth or TurboForth. You'll learn an awful lot along the way. 1 Quote Link to comment Share on other sites More sharing options...
Iwantgames:) Posted October 22, 2015 Share Posted October 22, 2015 Looks pretty interesting Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted October 22, 2015 Share Posted October 22, 2015 Very fun! Great use of colors too. Quote Link to comment Share on other sites More sharing options...
Opry99er Posted October 22, 2015 Author Share Posted October 22, 2015 Are you going to compile it? Possibly, but that will be a completely different game. This game is designed for unexpanded TI users. I may even max out level data so that it will ONLY load from tape. @Willsy, a Forth conversion would be cool. We will see how things go with the development. 2 Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted October 22, 2015 Share Posted October 22, 2015 Possibly, but that will be a completely different game. This game is designed for unexpanded TI users. I may even max out level data so that it will ONLY load from tape. Absolutely! When I was writing Aperture I found the challenge of tailoring the gameplay to the platform part of the fun. 1 Quote Link to comment Share on other sites More sharing options...
Opry99er Posted October 22, 2015 Author Share Posted October 22, 2015 If you'll look at the AA Classic game tracker, I have been playing the crap out of Aperture lately. It made the pre-NES top 10 this week. It was my primary inspiration to write this game, to be totally honest. 1 Quote Link to comment Share on other sites More sharing options...
unhuman Posted October 23, 2015 Share Posted October 23, 2015 Take a look at level data-izing done in Bloxo-TI-z and Aperture. I got 30-something levels in mine, although my display was much simpler... Quote Link to comment Share on other sites More sharing options...
Opry99er Posted October 23, 2015 Author Share Posted October 23, 2015 I did some research there. You guys are much more clever than I. Both games utilized excellent DATA methodology. This one is not quite as refined, but it will work. Based on the byte size of each set of level DATA, I should be able to get 10 full levels with instructions for each level. Of course if I wanted to bypass instructions and just have a manual, I could almost double that number. Still have some tweaking to do on the using of the Force... It is not quite as clean or refined as I would like. Once all engine code is refined and perfected, then I will start thinking about maxing out my level data. 1 Quote Link to comment Share on other sites More sharing options...
Opry99er Posted October 25, 2015 Author Share Posted October 25, 2015 (edited) Level 3 preliminary. Need to add two more Force-related items, just trying to find the best/most challenging placement for them. Edited October 25, 2015 by Opry99er 4 Quote Link to comment Share on other sites More sharing options...
ti99iuc Posted October 25, 2015 Share Posted October 25, 2015 (edited) Really nice work Owen ! it seems you have much meat on the fire in the last period Edited October 25, 2015 by ti99iuc Quote Link to comment Share on other sites More sharing options...
Opry99er Posted October 25, 2015 Author Share Posted October 25, 2015 Thank you Ciro. Right now I am all bark, no bite though, as I have not released a new game since the BBS game for Heatwave... Getting very close on this one though. Quote Link to comment Share on other sites More sharing options...
Opry99er Posted October 31, 2015 Author Share Posted October 31, 2015 Have made some decent progress, still a ton of program space left, somewhere around 5K. All game code should fit nicely with enough room for about 15 levels. Each level eats up about 140 bytes without pre-level instructions, about double that with the instructions. That gives me roughly 4K for levels, 1K left to finish out my game code. 1 Quote Link to comment Share on other sites More sharing options...
Opry99er Posted November 3, 2015 Author Share Posted November 3, 2015 Cleaned up a major bug. Should be able to post a 1 level demo by tomorrow. The other levels will require some more in depth case handling, but the first level is just a primer and will not require any such code. 1 Quote Link to comment Share on other sites More sharing options...
Iwantgames:) Posted November 3, 2015 Share Posted November 3, 2015 Can't wait for the demo Quote Link to comment Share on other sites More sharing options...
Opry99er Posted November 3, 2015 Author Share Posted November 3, 2015 Well, with Bouncy, Jetpac, etc on the scene, my little BASIC game isnt much to brag about... But I am learning alot and having fun making it. 2 Quote Link to comment Share on other sites More sharing options...
Iwantgames:) Posted November 3, 2015 Share Posted November 3, 2015 Hey as long as you have fun doing it in that's all that matters and I'm sure it'll be good, looks fun to me Quote Link to comment Share on other sites More sharing options...
Opry99er Posted November 3, 2015 Author Share Posted November 3, 2015 (edited) Yea, it has definitely been fun, especially sharing the experience with my son. The second level was his design and he is working on levels 4 and 5 now. The level design has to be very rigid... Not including the border, we are allowing for 10 HCHARs, 10 VCHARs, and a specific number of specialty characters (done with a single screen position HCHAR). It is a challenge to come up with unique maps with such a rigid design structure. Edited November 3, 2015 by Opry99er Quote Link to comment Share on other sites More sharing options...
unhuman Posted November 4, 2015 Share Posted November 4, 2015 why 10 and 10? Quote Link to comment Share on other sites More sharing options...
Opry99er Posted November 4, 2015 Author Share Posted November 4, 2015 (edited) Because I did the first level first and 10 and 10 worked there... When I sat down and did a test for the second level, I wanted to have the same number of draws so that I could keep the code tight. I ended up with something that worked, but my kid came up with a better looking level so we used his. Funny thing was, his wasnt 10 and 10, but it was only slightly off, so we changed it up a bit and that became Level 2. Now all 3 levels are working great and they are all 10 and 10. I know I could pad my data or put some values in for the number of HCHARs and VCHARs, but it has become a challenge to get all levels in that format which is now part of the fun... Nice thing is, all levels draw from the same draw loop with no mods. Edited November 4, 2015 by Opry99er Quote Link to comment Share on other sites More sharing options...
Opry99er Posted November 4, 2015 Author Share Posted November 4, 2015 Okay... One liiiittle tiny logic problem to solve and then I will release a 1 level demo. It would be almost as easy to release a 2 ir 3 level demo, but special case handling has to occur for more than just the primer level, and I just don't quite have the time tonight to do it. I can release the one level demo in the morning or a 3 level demo on Friday... Decisions decisions... Quote Link to comment Share on other sites More sharing options...
Iwantgames:) Posted November 4, 2015 Share Posted November 4, 2015 1 lvl tomorrow and 3 lvl Friday Quote Link to comment Share on other sites More sharing options...
Opry99er Posted November 4, 2015 Author Share Posted November 4, 2015 (edited) Okay... ESDX to move Yoda around the board. "F" to engage "The Force" Once "The Force" is engaged, you can move your Force cursor around in a limited field Once you find an item within the field to pick up, "F" will pick up the item ESDX to move the item around "F" to drop the item and return to exploration mode (sounds crazy, but it is fairly intuitive once you get the hang of it) You can beat level 1 and go on to level 2, but you cannot beat level 2, as there are no "goal" tiles in level 2 yet. You can explore, move some stuff around, but you cannot 'win' the level. REMEMBER: This is the starter level... super easy, just so the player can get the feel for the controls, etc. 1 LEV=1 2 CALL CLEAR 3 CALL SCREEN(2) 4 FOR I=1 TO 25 5 READ A,A$ 6 CALL CHAR(A,A$) 7 NEXT I 8 PRINT " JEDI GAUNTLET" 9 PRINT 10 PRINT 11 PRINT " BY BUCK AND OWEN BRAND" 12 FOR GAP=1 TO 8 13 PRINT 14 NEXT GAP 15 PRINT " PRESS ANY KEY TO BEGIN" 16 FOR GAP=1 TO 7 17 PRINT 18 NEXT GAP 19 FOR CSET=1 TO 8 20 CALL COLOR(CSET,16,1) 21 NEXT CSET 22 CALL KEY(0,K,S) 23 IF S<1 THEN 22 24 CALL CLEAR 25 PRINT "THIS IS THE JEDI GAUNTLET..." 26 PRINT " YOU MUST MOVE YODA FROM " 27 PRINT " HIS HOME IN THE DEGOBA " 28 PRINT "SYSTEM AND BRING HIM TO THE " 29 PRINT " DEATH STAR TO FACE DARTH " 30 PRINT " VADER. THERE WILL BE MANY " 31 PRINT " CHALLENGES ALONG THE WAY. " 32 PRINT " ARE YOU READY? " 33 PRINT 34 PRINT 35 PRINT " PRESS ENTER TO CONTINUE " 36 CALL HCHAR(4,15,128,1) 37 CALL HCHAR(4,16,129,1) 38 CALL HCHAR(5,15,136,1) 39 CALL HCHAR(5,16,137,1) 40 CALL HCHAR(6,15,130,1) 41 CALL HCHAR(6,16,131,1) 42 CALL COLOR(13,3,1) 43 CALL COLOR(14,11,1) 44 CALL KEY(0,K,S) 45 IF S<1 THEN 44 46 IF K<>13 THEN 44 47 CALL COLOR(13,2,1) 48 CALL COLOR(14,2,1) 49 READ A$,B$,C$ 50 CALL CLEAR 51 PRINT A$ 52 PRINT B$ 53 PRINT C$ 54 PRINT 55 PRINT 56 PRINT 57 PRINT 58 PRINT " PRESS ENTER TO CONTINUE " 59 CALL KEY(0,K,S) 60 IF S<1 THEN 59 61 IF K<>13 THEN 59 62 READ PR,PC 63 FOR C=9 TO 15 64 CALL COLOR(C,2,1) 65 NEXT C 66 CALL CLEAR 67 CALL HCHAR(1,1,96,32) 68 CALL HCHAR(24,1,96,32) 69 CALL VCHAR(1,1,96,24) 70 CALL VCHAR(1,32,96,24) 71 CALL HCHAR(23,2,51) 72 REM 73 FOR VDISP=1 TO 2 74 READ CNUM 75 FOR VWALLS=1 TO 5 76 READ A,B,C 77 CALL VCHAR(A,B,CNUM,C) 78 NEXT VWALLS 79 NEXT VDISP 80 CALL HCHAR(23,2,50) 81 FOR HDISP=1 TO 2 82 READ CNUM 83 FOR HWALLS=1 TO 5 84 READ A,B,C 85 CALL HCHAR(A,B,CNUM,C) 86 NEXT HWALLS 87 NEXT HDISP 88 CALL HCHAR(23,2,49) 89 FOR SPC=1 TO 10 90 READ A,B,C 91 CALL HCHAR(A,B,C) 92 NEXT SPC 93 CALL HCHAR(23,2,32) 94 CALL HCHAR(PR,PC,132,1) 95 FOR A=9 TO 15 96 READ F 97 CALL COLOR(A,F,1) 98 NEXT A 99 REM TOP OF GAME LOOP 100 CALL KEY(0,K,S) 101 IF S<1 THEN 99 102 IF K=69 THEN 108 103 IF K=83 THEN 120 104 IF K=68 THEN 132 105 IF K=88 THEN 144 106 IF K=70 THEN 156 107 GOTO 99 108 REM 109 PR=PR-1 110 CALL GCHAR(PR,PC,A) 111 IF A=32 THEN 117 112 IF A<105 THEN 115 113 IF A>108 THEN 115 114 GOTO 236 115 PR=PR+1 116 GOTO 234 117 CALL HCHAR(PR+1,PC,32,1) 118 CALL HCHAR(PR,PC,132,1) 119 GOTO 99 120 REM 121 PC=PC-1 122 CALL GCHAR(PR,PC,A) 123 IF A=32 THEN 129 124 IF A<105 THEN 127 125 IF A>108 THEN 127 126 GOTO 236 127 PC=PC+1 128 GOTO 234 129 CALL HCHAR(PR,PC+1,32,1) 130 CALL HCHAR(PR,PC,132,1) 131 GOTO 99 132 REM 133 PC=PC+1 134 CALL GCHAR(PR,PC,A) 135 IF A=32 THEN 141 136 IF A<105 THEN 139 137 IF A>108 THEN 139 138 GOTO 236 139 PC=PC-1 140 GOTO 234 141 CALL HCHAR(PR,PC-1,32,1) 142 CALL HCHAR(PR,PC,132,1) 143 GOTO 99 144 REM 145 PR=PR+1 146 CALL GCHAR(PR,PC,A) 147 IF A=32 THEN 153 148 IF A<105 THEN 151 149 IF A>108 THEN 151 150 GOTO 236 151 PR=PR-1 152 GOTO 234 153 CALL HCHAR(PR-1,PC,32,1) 154 CALL HCHAR(PR,PC,132,1) 155 GOTO 99 156 REM 157 FCR=PR+1 158 FCC=PC 159 CALL GCHAR(FCR,FCC,A) 160 FC=115 161 CALL HCHAR(FCR,FCC,FC,1) 162 CALL KEY(0,K,S) 163 IF S<>1 THEN 162 164 IF K=69 THEN 170 165 IF K=83 THEN 182 166 IF K=68 THEN 194 167 IF K=88 THEN 206 168 IF K=70 THEN 218 169 GOTO 162 170 REM 171 FCR=FCR-1 172 DIF=ABS(PR-FCR)+ABS(PC-FCC) 173 IF DIF>4 THEN 180 174 IF FCR<2 THEN 180 175 CALL GCHAR(FCR,FCC,B) 176 CALL HCHAR(FCR,FCC,FC,1) 177 CALL HCHAR(FCR+1,FCC,A) 178 A=B 179 GOTO 181 180 FCR=FCR+1 181 GOTO 162 182 REM 183 FCC=FCC-1 184 DIF=ABS(PR-FCR)+ABS(PC-FCC) 185 IF DIF>4 THEN 192 186 IF FCC<2 THEN 192 187 CALL GCHAR(FCR,FCC,B) 188 CALL HCHAR(FCR,FCC,FC,1) 189 CALL HCHAR(FCR,FCC+1,A) 190 A=B 191 GOTO 193 192 FCC=FCC+1 193 GOTO 162 194 REM 195 FCC=FCC+1 196 DIF=ABS(PR-FCR)+ABS(PC-FCC) 197 IF DIF>4 THEN 204 198 IF FCC>31 THEN 204 199 CALL GCHAR(FCR,FCC,B) 200 CALL HCHAR(FCR,FCC,FC,1) 201 CALL HCHAR(FCR,FCC-1,A) 202 A=B 203 GOTO 205 204 FCC=FCC-1 205 GOTO 162 206 REM 207 FCR=FCR+1 208 DIF=ABS(PR-FCR)+ABS(PC-FCC) 209 IF DIF>4 THEN 216 210 IF FCR>23 THEN 216 211 CALL GCHAR(FCR,FCC,B) 212 CALL HCHAR(FCR,FCC,FC,1) 213 CALL HCHAR(FCR-1,FCC,A) 214 A=B 215 GOTO 217 216 FCR=FCR-1 217 GOTO 162 218 REM 219 IF FFLG<1 THEN 225 220 IF B=32 THEN 223 221 CALL SOUND(100,440,1) 222 GOTO 162 223 FFLG=0 224 GOTO 100 225 IF A=113 THEN 228 226 IF A=112 THEN 228 227 GOTO 233 228 FFLG=1 229 FC=A 230 A=32 231 CALL HCHAR(FCR,FCC,FC,1) 232 GOTO 162 233 CALL HCHAR(FCR,FCC,A) 234 CALL SOUND(100,440,1) 235 GOTO 100 236 REM 237 CALL CLEAR 238 PRINT "WELL DONE, JEDI..." 239 LEV=LEV+1 240 GOTO 44 241 DATA 104,"3C353E68F878B86C",105,"0008065D3F141C17" 242 DATA 106,"3F78F068140A0500",107,"0030F8D48A8582C0" 243 DATA 108,"E0F0781C0C020000",112,"000000FFFF000000" 244 DATA 113,"FFC3A59999A5C3FF",96,"FF99FF9999FF99FF" 245 DATA 97,"F8809CC606382021",128,"000040673D0F0701" 246 DATA 129,"000002E6BCF0E080",130,"01030E0000000000" 247 DATA 131,"80C0700000000000",132,"BDDB3C187EFF993C" 248 DATA 136,"070F1D3F3B393F0F",137,"E0F0B8FCDC9CFCF0" 249 DATA 138,"3062DC5448200CC0",139,"000000007F6B557F" 250 DATA 144,"0000FF00AA00FF00",145,"2A222A222A222A22" 251 DATA 146,"00003F202A202B22",147,"2A22EA02AA02FE00" 252 DATA 148,"2A222B202A203F00",149,"0000FE02AA02EA22" 253 DATA 115,"E7818100008181E7" 254 DATA " TAKE YODA FROM HIS" 255 DATA " UNDERGROUND HOME TO THE" 256 DATA " X-WING FIGHTER" 257 DATA 2,15 258 DATA 97,12,5,5,10,9,4,7,17,4,17,11,6,18,14,6 259 DATA 138,2,14,3,2,16,4,2,17,4,3,20,10,2,22,10 260 DATA 97,6,4,14,9,2,14,11,11,7,13,9,21,16,5,27 261 DATA 138,4,24,8,7,23,8,10,24,8,19,17,15,22,17,11 262 DATA 20,29,105,21,29,106,20,30,107,21,30,108,4,15,112 263 DATA 10,21,113,23,11,113,23,11,113,23,11,113,23,11,113 264 DATA 3,16,7,16,3,11,5 265 DATA " REPAIR THE MILLENIUM" 266 DATA " FALCONS HYPERDRIVE BEFORE" 267 DATA " YOU ARE CAPTURED" 268 DATA 22,6 269 DATA 96,9,12,4,9,21,4,5,24,4,5,30,4,20,24,4 270 DATA 145,15,3,9,15,9,9,9,5,2,9,7,2,20,30,4 271 DATA 96,8,12,10,13,12,10,4,24,7,9,24,7,19,24,7 272 DATA 144,14,4,5,15,10,22,19,10,14,8,6,1,11,6,1 273 DATA 14,6,112,13,16,112,15,27,112,9,6,139,8,5,146 274 DATA 8,7,149,11,5,148,11,7,147,14,3,146,14,9,149 275 DATA 16,16,7,16,3,11,5 276 DATA " DEATH STAR LEVEL 1" 277 DATA " GET TO THE HYPERLIFT" 278 DATA " WITHOUT GETTING CAUGHT" 279 DATA 2,15 280 DATA 97,12,5,5,10,9,4,7,17,4,17,11,6,18,14,6 281 DATA 138,2,14,3,2,16,4,2,17,4,3,20,10,2,22,10 282 DATA 97,6,4,14,9,2,14,11,11,7,13,9,21,16,5,27 283 DATA 138,4,24,8,7,23,8,10,24,8,19,17,15,22,17,11 284 DATA " DEATH STAR LEVEL 2" 285 DATA " CROSS THE BRIDGE WITHOUT" 286 DATA " GETTING KILLED" 287 DATA 2,15 288 DATA 97,12,5,5,10,9,4,7,17,4,17,11,6,18,14,6 289 DATA 138,2,14,3,2,16,4,2,17,4,3,20,10,2,22,10 290 DATA 97,6,4,14,9,2,14,11,11,7,13,9,21,16,5,27 291 DATA 138,4,24,8,7,23,8,10,24,8,19,17,15,22,17,11 Edited November 4, 2015 by Opry99er 3 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted November 4, 2015 Share Posted November 4, 2015 Very nice. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.