|
Post by Enzo on Dec 14, 2023 9:56:48 GMT
I've actually got the version posted to work, was nothing big, just a relabel to a directory default and un-enable a few sprites.
I'll post working bas and related content in a zip file attached later on today.
Thanks everyone for the support sorry for the delay I had to take a few to get more art done for the game, and although I think ive lost maybe 1-2k sprites out of 4k total but I do intent to produce this into a demo and eventually a small MUR/D or MMO Multi-User-Realm/Dungeon with how ever many people will allow a raspberry pi 5 will allow running multiple apps.
|
|
|
Post by Enzo on Dec 14, 2023 16:51:00 GMT
filebin.net/332517s3o64u9xz1 [space bar] attacks when 'below' enemy Notices are game chat Delete Key Insert Key activates item pick up NPCs will remove when defeated Related files; looking to create a local:host file server with header info in name to prevent double read or pre-read. And need to add into game logic update loops for 12 fps animations 100 ms or less: looking to create some basic functions to use as the lore or quest line in this video game. If you'd like you can look at the art on youtube.com/ @alwaysmissing And if anyone wishes to join this please let me know, xncrypt@gmail.com or on here.
|
|
|
Post by tsh73 on Dec 14, 2023 19:11:00 GMT
>> This bin is empty.
|
|
|
Post by Enzo on Dec 14, 2023 22:44:01 GMT
|
|
|
Post by cundo on Dec 15, 2023 21:25:53 GMT
So, how is it going Enzo? I'm going to try this new version
|
|
|
Post by Enzo on Dec 16, 2023 15:58:12 GMT
Good, this version I disabled the map and there's a few edits needed, you'll have to use arrow keys to walk around and find a npc to auto enable the talk and press space a couple times to defeat them.
Thats all it does besides, picks up items in inventory which is working for a few "invisible" tile spots right now (ie. the outside of the gui the items will appear floating.)
|
|
|
Post by tsh73 on Dec 16, 2023 21:00:22 GMT
So what are we supposed to see/ do?
is nice advice, but some guideance is surely welcome.
I could see a person with red hat it I go down, it speaks with me about chest (one notice) I see something like collections of items to the left, I have no idea how to interact with them I guessed that white thing on a black border above is my position on a big map Randomly walkng on a big map, I got notice about dragon that requires skill to beat (no dragon visible), some text about entring a cave (nothing visible), I seen some guy who looks like a king (or may be it was two different NPC because one was far below initial position) Then I saw something waguely rectangular - tried to pick it up pressing B ("study the code", huh?) and it died with message of inventory out of bounds.
I think it needs some explaining to get going.
|
|
|
Post by Rod on Dec 17, 2023 8:09:59 GMT
I actually quite like the music and the graphics and the mood it sets. The slow pace I like too. But l do agree that it needs to help the user along the way a bit more. It would be really good to replace the NOTICE code with something else. Say a textbox or graphic screen text. Perhaps help clues could pop up if the user takes too long to figure out what do do next.
|
|
|
Post by Enzo on Dec 17, 2023 13:52:21 GMT
Let me be clear this is just a framework and does not include any gameplay not even 1 second worth.
Simply a proof of concept, and notices are a easy way to have a pre-programmed alphabet print on the screen with a box that will be replace by GUI at a further point. I agree they got to go,
and gameplay needs to be added and created,
More technical; I want the game to take time to figure out and without a guide people will have to try to play the game like old 80s and 90s game without a "playbook" making each part of the story non-linear and having main updates to lore as you get "deeper" and "Deeper" into the game will allow players to find different things to do and a further way of putting it is there will be no map for the game at the first few releases, think of this as a way of starting off in a new type of MUD where you have to figure things out.
|
|
|
Post by tsh73 on Dec 17, 2023 18:33:28 GMT
Hello Enzo I run your progran through code formatter justbasiccom.proboards.com/thread/1076/jb-code-formatter, just to better see it (still had to change "next:next" to two separate lines) and I think I found two errors. One is in function health(health), line select case health is not connected at all - it might as well work, I have no idea, but really, JB should error out on it Second is likely nesting error. It looks like [Fishing] block has one END IF less but two blocks down, [Smelting] block has extra END IF so total count is OK.
|
|
|
Post by Enzo on Dec 18, 2023 18:05:36 GMT
Thank you a bunch tsh73,
Again I tried to create a "framework" for others to use this code as means to make a single or multiplayer MMO/MUD.
The map (none of the finish map has been created yet) is disabled and runs by
cx cy variables, you can find by searching "cx",
currently this has only 64 bit settings, but could run on 32 or others theoretically without much of a change other then numerical values.
More a proof of concept at this point, has means to enable a sea floor which would activate the ship images and allow for fishing events, sea events (unprogrammed at this time) and alternate mapping types; which include cundos original source code, that needs to be paired with the graphical side of the map to 64x64 squares (i.e.: matching up to one another), however all of that can be commented out or deleted and run via map.bmp and cx cy command line, and was used for sailing in some of these versions but has been removed in this recent one from a edit, due to not having a computer able to debug this compile. I now have a better computer and was interested in running the debugger, however it might need some loop " step " ready stops in the code to accurately count the loops to check if everything is running in the way it was intended. (maybe a couple gui notices and a timer, and wait)
Right now I've been adding to the main loop in the last few updates, and this is where the activator and functionability of the code is, checking things in logical order and drawing at the end, also note this uses a 'spritetofront' command for all visible GUI rather then redraw with commands this was a easy and faster way around it.
There are unused functions in the code which will be added later, but give the generic basis of a pixel mmo creator with freedom of BASIC programming language and not having to work in another form of basic or a more complex languages syntax.
This basis is free to use by anyone, I just ask that none of the art make it to the end game.
|
|
|
Post by Enzo on Dec 18, 2023 18:24:37 GMT
I actually quite like the music and the graphics and the mood it sets. The slow pace I like too. But l do agree that it needs to help the user along the way a bit more. It would be really good to replace the NOTICE code with something else. Say a textbox or graphic screen text. Perhaps help clues could pop up if the user takes too long to figure out what do do next. I re thought about this and think the method to use if a universal type gameplay open-world, where theres no "right" or "wrong" move it all will combo out (variable wise) to enable just a "story" to play that is unique to the players choices. I wanted potentially to only use map activators in this demo to enable that type of gameplay without having to click to talk, or click to do other things, (doors, caves, ships, others) only click a button to enable the next part of the animation of each mentioned. This sailing mmo video game will be more of a survival game with thirst hunger and stamina fueled by fishing and other skills in this game, which will limit players moving variable and wait time between frames to slow the player down. Players will have to consistently sail their ship to fish and avoid pirates and other sea coded features, and will have rare items of only one of a few, which should this game ever take off would and could be worth upto 10k-100k USD per item as video games have shown this in the last 20-25 years. There are over 500 weapons for this game if not up to 1000, all unique and will have their own properties in the game. The amount of rare items depends on how many people play the game and the natural price of the coin to USD ratio kept by selling game service and not making the game free. Not pay to win though, anything expensive will not be but cosmetic in this video game. Digital "rares" are real and people want them, and; (no their not NFTs). Marketplace cap is set by the government to be monetized and taxed after a certain amount, (which is a reallly, big number $USD$)
|
|
|
Post by Enzo on Dec 19, 2023 13:19:40 GMT
I've put contact out and asked permission first before posting and pming people (who which I won't name) I attend you look at this: steam-revenue-calculator.com/app/105600/terrariaI'm looking to get a some help on this from active coders. I might make a post on the libertybasic forums depending on if I get anyone interested. Would like someone to help with coding this demo, only 50 items, a few animations and small map, will be included in this demo.
|
|