skywaffle Posted September 20 Share Posted September 20 Hello everyone, After lurking here for a while, I decided to take some time and finally try out Oscar's new CVBasic compiler. My first project is porting a Roguelike game called Zigclimb, originally written in C, to the Coleco. Attached is a work in progress version. Besides trying to replicate the original game, some code was rewritten for efficency / performance.. I've also decided to experiment with replacing the ASCII text with bitmapped graphics. If I continue on this, I might try to expand it into an original game with more complexity, similar to the original Rogue. ZIG_CV.rom 11 Quote Link to comment https://forums.atariage.com/topic/372717-colecovision-rogue-like-wip/ Share on other sites More sharing options...
youki Posted September 20 Share Posted September 20 good job! Would be cool , if instead of tile of 8x8 pixel (1 char) , you could do a version using 16x16 pixels tiles (4 chars). I prefer bigger graphics 😀 Quote Link to comment https://forums.atariage.com/topic/372717-colecovision-rogue-like-wip/#findComment-5536203 Share on other sites More sharing options...
skywaffle Posted September 20 Author Share Posted September 20 I have a lot of learning to do with the TMS9918, however the larger graphics is one of the first priorities; I would like to have something that looks closer to a typical 8-bit JRPG. Choppy scrolling is something else I'd like to look into as well. Quote Link to comment https://forums.atariage.com/topic/372717-colecovision-rogue-like-wip/#findComment-5536209 Share on other sites More sharing options...
+cjherr Posted September 20 Share Posted September 20 Very cool! Looks like it's coming along well. Quote Link to comment https://forums.atariage.com/topic/372717-colecovision-rogue-like-wip/#findComment-5536310 Share on other sites More sharing options...
Ikrananka Posted September 23 Share Posted September 23 (edited) I actually like the 8x8 tiles - I like the detail it gives. Great work so far, I do hope you manage to finish this. I was really enjoying a quick play of the game until I was trapped on entering a new level - which I assume is a bug. Edited September 23 by Ikrananka Quote Link to comment https://forums.atariage.com/topic/372717-colecovision-rogue-like-wip/#findComment-5537489 Share on other sites More sharing options...
skywaffle Posted September 23 Author Share Posted September 23 Thanks! You can move diagonally through those spaces. There should not be any possibility of getting trapped. Quote Link to comment https://forums.atariage.com/topic/372717-colecovision-rogue-like-wip/#findComment-5537490 Share on other sites More sharing options...
Ikrananka Posted September 23 Share Posted September 23 Just now, skywaffle said: Thanks! You can move diagonally through those spaces. There should not be any possibility of getting trapped. Brilliant - thanks for letting me know. Quote Link to comment https://forums.atariage.com/topic/372717-colecovision-rogue-like-wip/#findComment-5537493 Share on other sites More sharing options...
skywaffle Posted September 23 Author Share Posted September 23 I do want to expand upon the original Zigclimb formula, but it was kind of a starting point to better understand things. I would like to build different dungeon generation methods, and had played around some, but it still needs work: The normal Zigclimb ends after going up ten floors, but I was thinking of having different dungeon styles every so many floors. I also feel that adding some more item types would make for better strategy (potions, scrolls, etc). 2 Quote Link to comment https://forums.atariage.com/topic/372717-colecovision-rogue-like-wip/#findComment-5537499 Share on other sites More sharing options...
zyzzle Posted September 28 Share Posted September 28 (edited) Love it! We need more Rogue-like games on CV. (I believe a primitive ASCII Rogue-like was released many years ago as an experiment in these very forums). But your graphics tile-based version is even better. Progress is great so far, looking forward to what the future may bring. I think changing the tile colors every 5-10 levels would be a good idea. Gives some variance and idea of "progress" in the game. Larger 16x16 tiles are a good idea as well, but then of course you fit less onscreen at once, and need to rely on scrolling, Edited September 28 by zyzzle Quote Link to comment https://forums.atariage.com/topic/372717-colecovision-rogue-like-wip/#findComment-5540158 Share on other sites More sharing options...
Nyuundere Posted October 8 Share Posted October 8 On 9/20/2024 at 12:16 PM, skywaffle said: Hello everyone, After lurking here for a while, I decided to take some time and finally try out Oscar's new CVBasic compiler. My first project is porting a Roguelike game called Zigclimb, originally written in C, to the Coleco. Attached is a work in progress version. Besides trying to replicate the original game, some code was rewritten for efficency / performance.. I've also decided to experiment with replacing the ASCII text with bitmapped graphics. If I continue on this, I might try to expand it into an original game with more complexity, similar to the original Rogue. ZIG_CV.rom 6.58 kB · 31 downloads Looks pretty cool! Quote Link to comment https://forums.atariage.com/topic/372717-colecovision-rogue-like-wip/#findComment-5545748 Share on other sites More sharing options...
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