log in | register | forums
Show:
Go:
Forums
Username:

Password:

User accounts
Register new account
Forgot password
Forum stats
List of members
Search the forums

Advanced search
Recent discussions
- Can't remember the name. (Games:8)
- RISC OS on GitHub (News:2)
- Aemulor (Gen:7)
- GMail and POP (Gen:2)
- !DualHead in use (News:6)
- I'm back... (Gen:12)
- R-Comp release !DualHead (News:1)
- August news round-up (News:)
- Revisting the old Acorn magazines online (News:4)
- Jason Tribbeck's code library released (News:13)
Related articles
- Monster AI
- Combat
- Visibility and pathfinding
- The level generator
- Static game data
- How to fit a roguelike in 32k
- Bob and Trev: Resurrection
- Wakefield 2003 - the preview
- Newsround
- Games news
Latest postings RSS Feeds
RSS 2.0 | 1.0 | 0.9
Atom 0.3
Misc RDF | CDF
Site Search
 
Article archives
Acorn Arcade forums: News and features: Bob and Trev: Resurrection: Just in time
 

Bob and Trev: Resurrection: Just in time

Posted by Jeffrey Lee on 00:15, 17/3/2007 | , , , , , , , ,
 
498 bytes free memoryPreviously, on Bob and Trev: Resurrection...
Game over, man
 
The competition is nearly at an end, which can only mean one thing - tomorrow's article will be the conclusion, and will (hopefully!) feature a copy of the game to download.
...and here it is.
 

Does it work?

Um, I think so. After not having quite as much time as I liked to get it finished and balanced today, I then remembered at 11:30 that I hadn't tested the exploding weapons yet. And then spent an age trying to work out why it wasn't working. It turns out I hadn't been very careful with my variable names, and some of the screen output code was overwriting variables which were being used to track what's in range of the explosion. Which made for an interesting round of debugging, where code which used to do something suddenly decided to get stuck in an infinite loop.
 
As such, I haven't been able to play the game to completion, or do enough playtesting to get the balancing right. And with my current screen telling me I have 498 bytes of RAM spare, I'm not even sure if the game will make it all the way to the end.
 
Now, please excuse me while I go outside and have a heart attack.
 
r.g.r.a release announcement
Original r.g.r.d thread
Game web page, with source available for viewing online
 

  Bob and Trev: Resurrection: Just in time
  mavhc (07:08 17/3/2007)
  moss (09:44 17/3/2007)
    ad (12:55 17/3/2007)
      Phlamethrower (13:14 17/3/2007)
      monkeyson2 (13:15 17/3/2007)
        Phlamethrower (13:22 17/3/2007)
          monkeyson2 (13:25 17/3/2007)
            monkeyson2 (13:29 17/3/2007)
              Phlamethrower (13:33 17/3/2007)
                monkeyson2 (13:37 17/3/2007)
              monkeyson2 (13:35 17/3/2007)
                Phlamethrower (13:39 17/3/2007)
                  monkeyson2 (13:40 17/3/2007)
                Phlamethrower (19:54 24/3/2007)
            ad (14:08 17/3/2007)
              Phlamethrower (16:43 17/3/2007)
  Phlamethrower (10:33 17/3/2007)
    mavhc (21:45 17/3/2007)
      Phlamethrower (21:56 17/3/2007)
 
Mark Scholes Message #100147, posted by mavhc at 07:08, 17/3/2007
Member
Posts: 660
What kind of keys are yuhjklbn? I can't see why they were chosen/how to arrange my hands to use them
  ^[ Log in to reply ]
 
John Hoare Message #100148, posted by moss at 09:44, 17/3/2007, in reply to message #100147

Posts: 9346
Fantastic stuff, . I'll dig out the Beeb emulator and give it a go
  ^[ Log in to reply ]
 
Jeffrey Lee Message #100151, posted by Phlamethrower at 10:33, 17/3/2007, in reply to message #100147
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15055
What kind of keys are yuhjklbn? I can't see why they were chosen/how to arrange my hands to use them
http://en.wikipedia.org/wiki/HJKL_keys#Roguelikes

I didn't really feel like redesigning the roguelike keyset, so just stuck with those.
  ^[ Log in to reply ]
 
Andrew Duffell Message #100158, posted by ad at 12:55, 17/3/2007, in reply to message #100148
ad

Posts: 3229
Fantastic stuff, . I'll dig out the Beeb emulator and give it a go

I did... Used BeebEM, and the 100k disc image.


Bob and Trev: Resurrection
Loading
Name?ANDREW

Disk read only at 40
>_
Oh well.... probably something I did wrong.
  ^[ Log in to reply ]
 
Jeffrey Lee Message #100160, posted by Phlamethrower at 13:14, 17/3/2007, in reply to message #100158
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15055
Oh well.... probably something I did wrong.
I've never used BeebEM... but at a guess I'd say you forgot to tell it to make the disc writable

The 100k image seems to work fine on BeebIt. Providing you remember to flag the disc as writable.
  ^[ Log in to reply ]
 
Phil Mellor Message #100161, posted by monkeyson2 at 13:15, 17/3/2007, in reply to message #100158
monkeyson2Please don't let them make me be a monkey butler

Posts: 12380
I just had a go with B-Em on the Mac, and it kind of works. Unfortunately I can't turn caps lock off, so when I try to move I get Bad key 'H' messages.

You don't validate the filename length when asking the player's name: MONKEYSON is too long and the program crashes

*waits for BeebEm to download*
  ^[ Log in to reply ]
 
Jeffrey Lee Message #100162, posted by Phlamethrower at 13:22, 17/3/2007, in reply to message #100161
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15055
You don't validate the filename length when asking the player's name: MONKEYSON is too long and the program crashes
True. I guess all it needed was a call to LEFT$() to cut it down to size.

*attempts to shift the blame to DFS for not providing a nicer error message*
  ^[ Log in to reply ]
 
Phil Mellor Message #100163, posted by monkeyson2 at 13:25, 17/3/2007, in reply to message #100162
monkeyson2Please don't let them make me be a monkey butler

Posts: 12380
BeebEm users:
File -> Disc Options -> Write Protect 0
  ^[ Log in to reply ]
 
Phil Mellor Message #100164, posted by monkeyson2 at 13:29, 17/3/2007, in reply to message #100163
monkeyson2Please don't let them make me be a monkey butler

Posts: 12380
Escape at 2630 kills you!

  ^[ Log in to reply ]
 
Jeffrey Lee Message #100165, posted by Phlamethrower at 13:33, 17/3/2007, in reply to message #100164
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15055
Yes. I think you'll find space is a better key to use to get out of "Eat what?" style prompts
  ^[ Log in to reply ]
 
Phil Mellor Message #100166, posted by monkeyson2 at 13:35, 17/3/2007, in reply to message #100164
monkeyson2Please don't let them make me be a monkey butler

Posts: 12380
I'm not sure what the program's limit is for the number of monsters in a room, but mine appears to be 2. Deaded again!

It's quite impressive this. Is the source available in a browser friendly, untokenised format?
  ^[ Log in to reply ]
 
Phil Mellor Message #100167, posted by monkeyson2 at 13:37, 17/3/2007, in reply to message #100165
monkeyson2Please don't let them make me be a monkey butler

Posts: 12380
Yes. I think you'll find space is a better key to use to get out of "Eat what?" style prompts
I think you'll find *FX13,6 is a better way of disabling the ESCAPE pressed event.
  ^[ Log in to reply ]
 
Jeffrey Lee Message #100168, posted by Phlamethrower at 13:39, 17/3/2007, in reply to message #100166
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15055
I'm not sure what the program's limit is for the number of monsters in a room, but mine appears to be 2.
There isn't really a limit; it just chooses random locations to place things. But I think there's also a bug that it can place multiple monsters ontop of each other

It's quite impressive this. Is the source available in a browser friendly, untokenised format?
Not at the moment, but it'll probably be on the webpage, which I guess I'll start work on now-ish.

Would be nice if StrongED had an 'export as HTML' option so you could get all the syntax highlighting
  ^[ Log in to reply ]
 
Phil Mellor Message #100169, posted by monkeyson2 at 13:40, 17/3/2007, in reply to message #100168
monkeyson2Please don't let them make me be a monkey butler

Posts: 12380
monsters ontop of each other
  ^[ Log in to reply ]
 
Andrew Duffell Message #100171, posted by ad at 14:08, 17/3/2007, in reply to message #100163
ad

Posts: 3229
BeebEm users:
File -> Disc Options -> Write Protect 0
Aha... thanks. that works.
  ^[ Log in to reply ]
 
Jeffrey Lee Message #100174, posted by Phlamethrower at 16:43, 17/3/2007, in reply to message #100171
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15055
Browser-friendly source code!

http://www.phlamethrower.co.uk/riscos/batr.php

At the moment, that's just the output of TEXTSAVEO 3/TEXTSAVEO 1. I did try making a syntax highlighted one, but the steps were rather convoluted (split program into chunks -> load into BBC BASIC for Windows demo -> print to PDF using CutePDF -> export to HTML using some random tool). The tools I tried for the HTML conversion weren't that great either, and produced over-complicated, messed up formatting. And BBC BASIC for Windows' syntax highlighting is nowhere near as good as StrongED's

[Edited by Phlamethrower at 16:46, 17/3/2007]
  ^[ Log in to reply ]
 
Mark Scholes Message #100178, posted by mavhc at 21:45, 17/3/2007, in reply to message #100151
Member
Posts: 660
What kind of keys are yuhjklbn? I can't see why they were chosen/how to arrange my hands to use them
http://en.wikipedia.org/wiki/HJKL_keys#Roguelikes

I didn't really feel like redesigning the roguelike keyset, so just stuck with those.
Well that's weird unix people for you. My patch:

850DEFFN4(A$)N%=INSTR("tgby.nujm",RIGHT$(A$,1))-1:IFN%<FALSE=FALSE ELSEQ%=N%MOD3-1:N%=N%DIV3-1:=1
2660IFA$="v"A$=A$+GET$:IFFN4(A$)Z%=FN7

v is now move without fighting, tyu,gj,bnm to move
  ^[ Log in to reply ]
 
Jeffrey Lee Message #100179, posted by Phlamethrower at 21:56, 17/3/2007, in reply to message #100178
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15055
You also need to change line 280 (downward stair placement) and line 2400 (explosions).
  ^[ Log in to reply ]
 
Jeffrey Lee Message #100716, posted by Phlamethrower at 19:54, 24/3/2007, in reply to message #100166
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15055
I'm not sure what the program's limit is for the number of monsters in a room, but mine appears to be 2. Deaded again! smile
Getting hit by wielded weapons hurts quite a bit more than I was expecting - enough for some monsters to kill you in one hit on the 2nd level. I'm tempted to tweak the formula a bit, but that would go against the spirit of a 7DRL (i.e., that once the competition is over you're only meant to release bugfixes).

I think I'll have to try playing a game where I just run away from any big, scary monsters and see how far I can get smile
  ^[ Log in to reply ]
 

Acorn Arcade forums: News and features: Bob and Trev: Resurrection: Just in time