PROSM
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Posts: 26
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Post by PROSM on Mar 13, 2016 16:54:12 GMT
As I write the game logic code, I keep bumping into the end of available memory. This is mostly due to the huge tables required for the game rendering engine. Constant optimisation will get me nowhere right now, as it takes me hours to save about twenty bytes which is then eaten up again in seconds. Unfortunately, as a result, I have had to completely scrap the 3D view of the game if I'm going to both reach the 15th of March deadline and have sufficient memory to do so. The new view is 2D and I have also had to shrink the maze size to fit the screen as scrolling would be too CPU intensive.
Since the maze is smaller, I have also had to add subgoals to lengthen gameplay time: you have to pick up four segments of a key so that you can open the maze's door and progress to the next maze. Gems will be kept in the game but only red gems will be present in the new game due to the complication that two gem types would introduce.
On a different note, Kempston joystick support will be completely removed as it is finicky to set up and actually use in game. Custom key controls will also be scrapped. Instead, the only way to control the game will be through use of the Sinclair Interface 2 joystick keys (1-5 or 6-0).
It's either this or no entry sadly and even then I'm having to work on this a lot to get near playability.
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Post by hikoki on Mar 13, 2016 21:24:24 GMT
Oh i'm sad to hear. I'd go rabid to see what I can come up with glorious 128k in just two days. Why not taking the challenge upside down? from ambitious goal with just 16k to memory exuberance with extreme lack of time. Just a thought. Good luck and have fun as much as possible
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Post by Ivanzx on Mar 13, 2016 23:12:44 GMT
As I write the game logic code, I keep bumping into the end of available memory. This is mostly due to the huge tables required for the game rendering engine. Constant optimisation will get me nowhere right now, as it takes me hours to save about twenty bytes which is then eaten up again in seconds. Unfortunately, as a result, I have had to completely scrap the 3D view of the game if I'm going to both reach the 15th of March deadline and have sufficient memory to do so. The new view is 2D and I have also had to shrink the maze size to fit the screen as scrolling would be too CPU intensive.
Since the maze is smaller, I have also had to add subgoals to lengthen gameplay time: you have to pick up four segments of a key so that you can open the maze's door and progress to the next maze. Gems will be kept in the game but only red gems will be present in the new game due to the complication that two gem types would introduce.
On a different note, Kempston joystick support will be completely removed as it is finicky to set up and actually use in game. Custom key controls will also be scrapped. Instead, the only way to control the game will be through use of the Sinclair Interface 2 joystick keys (1-5 or 6-0).
It's either this or no entry sadly and even then I'm having to work on this a lot to get near playability. John!!! The deadline will be extended 2 weeks until 30th March  as spoken in another thread (nobody has been against that, and I will announce it tomorrow). About the keys, please dont go for the Sinclair Interface! could they be OPQA? Looking forward to seeing it!
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PROSM
New Member
Posts: 26
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Post by PROSM on Mar 27, 2016 14:50:50 GMT
I'm nearing completion on this game. The redefinable keys have been kept. They were scrapped earlier due to the time constraints but the extended deadline meant that there was time to implement them. The view is still 2D to fit inside the 16K. Going to 48K to keep the 3D view would be a HUGE hassle as all addresses would have to be recalculated. I decided to make the maze 16x16 instead of the previous 32x32 so that memory is saved and so bigger graphics can be used on the screen.
I should be able to upload Cuboid Captor by the 30th of March.
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Post by rmartins on Mar 28, 2016 11:05:22 GMT
Great News 
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Post by Ivanzx on Mar 28, 2016 13:49:09 GMT
Thats indeed very good news! As host and judge later, I am really thrilled to start playing all the entries to death, and to see how people have taken the interest to program new things for the Spectrum ;)WHat also amazes me is the variety of games submitted. Looking forward to getting lost in the maze! 
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PROSM
New Member
Posts: 26
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Post by PROSM on Mar 29, 2016 19:29:07 GMT
Due to time constraints, character animations, gem dropping and random mazes will have to be cut. It is uncertain of whether I will be able to complete this game. Hopefully, I will be able to.
EDIT 1: There is no collision detection for the Cuboid due to time constraints. Consider this an extra challenge as he can jump over walls.
EDIT 2: Does the 30th of March deadline mean that the game can be submitted on the 30th of March or does it have to be before 30th of March?
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PROSM
New Member
Posts: 26
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Post by PROSM on Mar 30, 2016 10:40:11 GMT
Close to completion with the game. Just fixed a memory leak caused by accidentally using plus signs instead of commas in the maze data. Expect the tape to be uploaded about 8:00pm GMT.
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PROSM
New Member
Posts: 26
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Post by PROSM on Mar 30, 2016 21:00:32 GMT
Well, here it is, the (somewhat underwhelming)
CUBOID CAPTOR
I've finished the game and now I give you the tape file in TAP format:
Cuboid Captor on Dropbox (15KB)
If you have any troubles with the Dropbox address, try using the post attachment below (you will need to be logged in to do this).
Cuboid Captor.tap (15.01 KB)
The game has, in a way, reversed back to it's original form which was an arcade action game with you running around a fixed room avoiding the Cuboid while collecting keys. Also, if anyone asks about the head in the lower left hand corner of the screen, I have the same haircut in real life. Don't laugh now.
NOTE: If you are using SPIN, then run Cuboid Captor in 128K mode. For some reason, SPIN doesn't like ROM beep commands in 16/48K mode and silences them. It is a fault in the emulator, not of my program.
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PROSM
New Member
Posts: 26
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Post by PROSM on Apr 2, 2016 14:25:53 GMT
The full source code for Cuboid Captor is now available as a ZIP file containing the three sources used to assemble the program. The file to assemble is "Cuboid New.asm". This will create the game code (which is 8K and starts from 24576).
Cuboid Captor Sources on Dropbox
Alternatively, if Dropbox is not working, you can use the forum attachment (you will need to be logged in for the attachment).
Cuboid Captor Sources.zip (11.42 KB)
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Post by rmartins on Apr 7, 2016 19:09:46 GMT
Great that you managed to finish it on time. It's as hard as nails  I haven't managed to escape not even once  And I tried a few times. What makes it difficult for me, is that we see a very small part of the map, and since cuboid can overcome walls and we can't, when we see it, he is too close to be able to evade it, if we haven't memorized the level yet. Once I manage to see/memorize the entire level, I believe it will be easier to escape. I do wish you will finished the "3D" look, after the deadline, it will have a completely distinct look.
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Post by rmartins on May 30, 2016 22:11:06 GMT
Now that voting is over, can we convince you to make the "3D" look version ?
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Post by Ivanzx on May 31, 2016 21:49:06 GMT
Now that voting is over, can we convince you to make the "3D" look version ? Yes, please, I would love to see that happen 
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PROSM
New Member
Posts: 26
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Post by PROSM on Jun 18, 2016 13:03:41 GMT
Now that voting is over, can we convince you to make the "3D" look version ? Yes, please, I would love to see that happen Yes, there will be a 3D version of this game. I've developed a more memory efficient way to render the graphics than the last method, so more game content can be put into RAM. Also, 48K will be a requirement for this game, so we will see an improvement in game speed as well as improved sound effects and music since they will be stored in uncontended RAM.
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Post by rmartins on Jun 20, 2016 8:43:30 GMT
Yes, there will be a 3D version of this game. I've developed a more memory efficient way to render the graphics than the last method, so more game content can be put into RAM. Also, 48K will be a requirement for this game, so we will see an improvement in game speed as well as improved sound effects and music since they will be stored in uncontended RAM. Great News Don't forget wall/map collision for cuboid captor too, or else it's too hard and unfair for us players 
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