Monocolour games in yellow are nice.
One idea could be impossible to traverse hallways unless you use the driller to provoke insect infighting, give them reproduction hormones, block anthills, lay sugary baits, etc
New Game: ROVR
- Juan F. Ramirez
- Bugaboo
- Posts: 5102
- Joined: Tue Nov 14, 2017 6:55 am
- Location: Málaga, Spain
Re: New Game: ROVR
I love this game!
And I think it's time to [mention]pavero[/mention] to make a map of it!
And I think it's time to [mention]pavero[/mention] to make a map of it!
- Juan F. Ramirez
- Bugaboo
- Posts: 5102
- Joined: Tue Nov 14, 2017 6:55 am
- Location: Málaga, Spain
Re: New Game: ROVR
Oh, man, that's what I call effectiveness!
- Alessandro
- Dynamite Dan
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Re: New Game: ROVR
You do not need that to be done from within AGD if you put the machine in USR0 mode and recall the level data from memory banks when needed. I have been doing that since Funky Fungus (2013); other games of mine which employ the same technique are Seto Taisho Vs Yokai, Seto Taisho To Kazan, Sophia and the 128K version of Lost In My Spectrum (the 48K uses a multi-load scheme).
Here is an old thread on the WOS forum where I discuss the topic and how I managed to do it. Some source code snippets are also to be found.
Now on to the game: I like the minimalistic graphics and the perspective view from above - would have liked some more colour for the sprites but anyway... Gameplay is as linear as the graphic style, and the game is pretty short, but on the whole I enjoyed it. I think it's one of the best games from PJ to date.
Last edited by Alessandro on Sun Jun 17, 2018 9:31 am, edited 1 time in total.
Re: New Game: ROVR
Thanks for the comment Alessandro. That link to WOS doesn't work for me! I would be interested in reading that to see how games can be made larger. I know there are people working on AGDX looking to squeeze more out of it, which is excellent.Alessandro wrote: ↑Sun Jun 17, 2018 9:18 amYou do not need that to be done from within AGD if you put the machine in USR0 mode and recall the level data from memory banks when needed. I have been doing that since Funky Fungus (2013); other games of mine which employ the same technique are Seto Taisho Vs Yokai, Seto Taisho To Kazan, Sophia and the 128K version of Lost In My Spectrum (the 48K uses a multi-load scheme).
Here is an old thread on the WOS forum where I discuss the topic and how I managed to do it. Some source code snippets are also to be found.
Now on to the game: I like the minimalistic graphics and the perspective view from above - would have liked some more colour for the sprites but anyway... Gameplay is as linear as the graphic style, and the game is pretty short, but on the whole I enjoyed it. I think it's one of the best games from PJ to date.
Paul Jenkinson | The Spectrum Show & other stuff!
- Alessandro
- Dynamite Dan
- Posts: 1908
- Joined: Wed Nov 15, 2017 11:10 am
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Re: New Game: ROVR
Sorry Paul, I saved the comment as a draft and then I forgot to clean it of some HTML code it produces when you do that. Now the link should be reachable.
Congratulations again on your game; I really liked the "forced perspective" view; I thought about implementing it in the new version of Apulija-13 but it had a strong impact on memory, and the game had to be limited to a single level and had to fit into 48K.
I noticed you lose a point of energy when entering a room, is that intentional?
Congratulations again on your game; I really liked the "forced perspective" view; I thought about implementing it in the new version of Apulija-13 but it had a strong impact on memory, and the game had to be limited to a single level and had to fit into 48K.
I noticed you lose a point of energy when entering a room, is that intentional?
Re: New Game: ROVR
Thanks - reading the thread now. Looks very complicated, so i'll need to spend some time working through how it all works.Alessandro wrote: ↑Sun Jun 17, 2018 9:34 am Sorry Paul, I saved the comment as a draft and then I forgot to clean it of some HTML code it produces when you do that. Now the link should be reachable.
Congratulations again on your game; I really liked the "forced perspective" view; I thought about implementing it in the new version of Apulija-13 but it had a strong impact on memory, and the game had to be limited to a single level and had to fit into 48K.
I noticed you lose a point of energy when entering a room, is that intentional?
Yes,your energy reduces each room you enter - fairer than a timed reduction but not as realistic!
Paul Jenkinson | The Spectrum Show & other stuff!
Re: New Game: ROVR
The look of the levels is great, but a shame there isn't a way of generating the levels from chunks or templates, so that memory is not wasted coding repeated features.
Maybe if there was a way of designing a handful of rooms that could be used as 'templates', then for further room design you pick a template and then only record the changes from the template as the room data.
Maybe if there was a way of designing a handful of rooms that could be used as 'templates', then for further room design you pick a template and then only record the changes from the template as the room data.