Frozone212 Posted April 21, 2021 Share Posted April 21, 2021 It's relatively short but there is a special scene for those that choose to stay near the end my art skills are crap so excuse the horrendous attempt at graphics tested to run on the 4032 in WinVice load "hunted",8,1 for those wondering, i took the ending from here: Through the Woods Full - Read Through the Woods Full comic online in high quality (readcomiconline.li) you might have to click through to get to the end though. if you get to the second story, you've gone too far The hunted.d64 1 1 Quote Link to comment Share on other sites More sharing options...
bluejay Posted April 22, 2021 Share Posted April 22, 2021 (edited) Can't figure out how to play it... No matter what I do the beast always tears my throat on the second move. Update: I had to read through the code to figure out what to do, but I finished the "game". There are several missing lines of code that make the game unplayable, and unfortunately whoever programmed it incremented the line numbers by 1 so I can't add those missing bits of code. I managed to add a few bits of essential code (nothing more though) to the game and saved it as "EDITED.PRG". That being said, it's still far from playable. Definitely needs a lot more polish. The hunted.d64 Edited April 22, 2021 by bluejay Quote Link to comment Share on other sites More sharing options...
Frozone212 Posted April 23, 2021 Author Share Posted April 23, 2021 i'll take a look at it at a later date. Please feel free to tell me what could be added Quote Link to comment Share on other sites More sharing options...
bluejay Posted April 23, 2021 Share Posted April 23, 2021 (edited) The game proceeds to the next part of the story no matter what you do. There needs to be code that prevents it from doing that. Also, the game is extremely short and linear unlike most text adventures. Here's a strategy I made while writing a text adventure: draw a tile map of all the locations in which you can be in in the game. Then, write code to handle each command (such as go north, climb tree, get sword, etc.) along some extra bit of code to deal with commands it doesn't recognize. You will need to do this for each tile on your map. Write down the line of code in which each tile is located in your script on your tile map, so you can keep track of which line of code you will need to jump to when the player moves onto that tile on the map. You can also use variables to keep track of items that you can acquire during gameplay. I'm nowhere near a skilled BASIC programmer, therefore I'm sure there are better and more efficient ways to do things. However, I'm sure it's a simple strategy to implement in a BASIC text adventure. Edited April 23, 2021 by bluejay Quote Link to comment Share on other sites More sharing options...
bluejay Posted April 23, 2021 Share Posted April 23, 2021 (edited) I wrote an example program that makes use of the strategy mentioned above. The map is a 3x3 square, and once you're on the end of a map it wraps around. I've placed a sword on the first tile, a shield on the second, and a troll on the sixth. You're also given a help screen that teaches you all the commands. You can also access the inventory to see what you have. This program is for testing and educational purposes only and it will need lots of changes to how it works to become a playable game. But hopefully you get an idea on what I mean when I said the stuff I posted above. The program is in the same d64 file as your game, as EXAMPLE.PRG. The hunted.d64 Edited April 23, 2021 by bluejay Quote Link to comment Share on other sites More sharing options...
Frozone212 Posted April 23, 2021 Author Share Posted April 23, 2021 can you convert the listing to txt and send it to me? I'm not well at the moment but will look it over when i can Quote Link to comment Share on other sites More sharing options...
bluejay Posted April 24, 2021 Share Posted April 24, 2021 Spoiler 10 REM TEXT ADVENTURE EXAMPLE 20 X=0:Y=0:Z=0 30 REM X IS SWORD Y IS SHIELD Z IS TROLL 35 PRINT "{clr}{home}"; 40 PRINT " **** TEXT ADVENTURE THINGY ****" 50 PRINT:PRINT:PRINT:PRINT:PRINT:PRINTTAB(10)"HIT ANY KEY TO START" 55 PRINTTAB(13)"HIT H FOR HELP" 60 GETA$:IFA$=""THENGOTO60 70 IFA$="H"THENGOSUB10000 75 GOTO 100 80 PRINT"CANT GO HERE.":REM UNUSED IN GAME, BUT COULD BE USED WHEN CREATING BOUNDARIES 90 RETURN 95 REM FIRST TILE 100 PRINT "SQUARE 1" 110 INPUT"ACTION";A$ 120 IFA$="N"THENGOTO300 130 IFA$="S"THENGOTO200 140 IFA$="E"THENGOTO400 150 IFA$="W"THENGOTO700 160 IFA$="SA"THENPRINT"THERE'S A SWORD HERE" 170 IFA$="I"THENGOSUB5000:GOTO110 180 IFA$="SWORD"THENPRINT"SWORD TAKEN":X=1 190 GOTO 110 195 REM SECOND TILE 200 PRINT"SQUARE 2" 205 INPUT"ACTION";A$ 210 IFA$="N"THENGOTO100 220 IFA$="S"THENGOTO300 230 IFA$="E"THENGOTO500 240 IFA$="W"THENGOTO800 250 IFA$="SA"THENPRINT"THERE'S A SHIELD HERE" 260 IFA$="SHIELD"THENPRINT"SHIELD TAKEN":Y=1 270 IFA$="I"THENGOSUB5000:GOTO205 280 GOTO 205 290 REM THIRD TILE 300 PRINT"SQUARE 3" 310 INPUT"ACTION";A$ 320 IFA$="N"THENGOTO200 330 IFA$="S"THENGOTO100 340 IFA$="E"THENGOTO600 350 IFA$="W"THENGOTO900 360 IFA$="SA"THENPRINT"THERE'S NOTHING HERE":GOTO310 370 IFA$="I"THENGOSUB5000:GOTO310 380 GOTO 310 390 REM FOURTH TILE 400 PRINT"SQUARE 4" 405 INPUT"ACTION";A$ 410 IFA$="N"THENGOTO600 420 IFA$="S"THENGOTO500 430 IFA$="W"THENGOTO100 440 IFA$="E"THENGOTO700 450 IFA$="SA"THENPRINT"THERE'S NOTHING HERE":GOTO405 460 IFA$="I"THENGOSUB5000:GOTO405 470 GOTO 405 480 REM FIFTH TILE 500 PRINT"SQUARE 5" 510 INPUT"ACTION";A$ 520 IFA$="N"THENGOTO400 530 IFA$="S"THENGOTO600 540 IFA$="E"THENGOTO800 550 IFA$="W"THENGOTO200 560 IFA$="SA"THENPRINT"THERE'S NOTHING HERE":GOTO510 570 IFA$="I"THENGOSUB5000:GOTO510 580 GOTO 510 590 REM SIXTH TILE 600 PRINT"SQUARE 6" 610 INPUT"ACTION";A$ 620 IFA$="N"THENGOTO500 630 IFA$="S"THENGOTO400 640 IFA$="E"THENGOTO900 650 IFA$="W"THENGOTO300 660 IFA$="SA"THENGOSUB7000:GOTO610 670 IFA$="I"THENGOSUB5000:GOTO610 680 IFA$="TROLL"THENPRINT"THE TROLL IS DEAD":Z=1 690 GOTO 610 695 REM SEVENTH TILE 700 PRINT"SQUARE 7" 710 INPUT"ACTION";A$ 720 IFA$="N"THENGOTO900 730 IFA$="S"THENGOTO800 740 IFA$="E"THENGOTO100 750 IFA$="W"THENGOTO400 760 IFA$="SA"THENPRINT"THERE'S NOTHING HERE" 770 IFA$="I"THENGOSUB5000:GOTO710 780 GOTO 710 790 REM EIGHTH TILE 800 PRINT"SQUARE 8" 805 INPUT"ACTION";A$ 810 IFA$="N"THENGOTO700 820 IFA$="S"THENGOTO900 830 IFA$="E"THENGOTO200 840 IFA$="W"THENGOTO500 850 IFA$="SA"THENPRINT"THERE'S NOTHING HERE" 860 IFA$="I"THENGOSUB5000:GOTO805 870 GOTO 805 880 REM NINTH TILE 900 PRINT"SQUARE 9" 910 INPUT"ACTION";A$ 920 IFA$="N"THENGOTO800 930 IFA$="S"THENGOTO700 940 IFA$="E"THENGOTO300 950 IFA$="W"THENGOTO600 960 IFA$="SA"THENPRINT"THERE'S NOTHING HERE" 970 IFA$="I"THENGOSUB5000:GOTO910 980 GOTO 910 1000 END:REM UNUSED IN GAME, BUT COULD BE USED TO ADD A QUIT FUNCTION 4995 REM INVENTORY 5000 PRINT"{clr}{home}"; 5010 PRINT"INVENTORY" 5020 IFX=1THENPRINT"SWORD" 5030 IFY=1THENPRINT"SHIELD" 5040 PRINT:PRINT"HIT ANY KEY TO EXIT INVENTORY" 5050 GETA$:IFA$=""THEN5050 5060 RETURN 6995 REM TROLL SUBROUTINE 7000 IFZ=0THENPRINT"THERE'S A TROLL HERE" 7010 IFZ=1 THEN PRINT"THERE'S A TROLL'S CARCASS HERE" 7020 RETURN 9995 REM HELP 10000 PRINT"HELP":PRINT:PRINT 10010 PRINT"N FOR NORTH" 10020 PRINT"S FOR SOUTH" 10030 PRINT"E FOR EAST" 10040 PRINT"W FOR WEST" 10050 PRINT"I FOR INVENTORY" 10060 PRINT"SA FOR SEARCH AREA" 10070 PRINT"SWORD TO GET SWORD" 10080 PRINT"SHIELD TO GET SHIELD" 10085 PRINT"TROLL TO KILL TROLL" 10090 PRINT"PRESS Q TO EXIT HELP" 10100 GETA$:IFA$=""THEN10100 10110 IFA$="Q"THENPRINT"{clr}{home}";:RETURN Quote Link to comment Share on other sites More sharing options...
Frozone212 Posted April 24, 2021 Author Share Posted April 24, 2021 thank you. I am reworking the game but i will take these notes under advisement 1 Quote Link to comment Share on other sites More sharing options...
carlsson Posted April 26, 2021 Share Posted April 26, 2021 See also the post I just made about an old adventure game of mine. I'm not saying it is particularly good or easy to follow, but has more of an engine structure. 1 Quote Link to comment Share on other sites More sharing options...
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