dMZX Forums: George Adventure DX: Episode I CELEST - dMZX Forums

Jump to content

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

George Adventure DX: Episode I CELEST 2007 unreleased game revived

#1 User is offline   RinGames 

  • Newbie
  • Pip
  • Group: Members
  • Posts: 17
  • Joined: 12-June 17
  • Gender:Male

Posted 13 June 2017 - 12:02 AM

Long time not seen, guys and gals. I been drawing and such.
I been programming in MZX in the past weeks; recycling my old games and trying to update the engines (mainly the RPGs). I will release shortly my new HP BAR engine that does the math with a simple value and sets the outcome as HP and HPMAX.

Back to George Great Adventure DX, it was a experimemental RPG, mixed of Pockémon, Dragon Quest and my old ZZT games. I made over 36 monsters and the battle engine was functional but with many bugs (special attack wasn't developed); then I tried to update with my new engines (I been making only engines)
So I decided to once again, remake this game. It came out great, cause i like it so far.

I am devoloping the main Map. Soon i will post more screenshots.
I can't use Sprites because they are too advanced for me yet.

More info later.

Attached thumbnail(s)

  • Attached Image: screen5.png
  • Attached Image: screen0.png
  • Attached Image: screen9.png
  • Attached Image: screen17.png
  • Attached Image: screen2.png

RinGames
# Since 1998 #
1

#2 User is offline   Dr Lancer-X 

  • 電波、届いた?
  • Group: DigiStaff
  • Posts: 8,936
  • Joined: 20-March 02
  • Location:ur mom nmiaow

Posted 13 June 2017 - 12:40 AM

Looks great.
Posted Image
<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
0

#3 User is offline   RinGames 

  • Newbie
  • Pip
  • Group: Members
  • Posts: 17
  • Joined: 12-June 17
  • Gender:Male

Posted 13 June 2017 - 07:15 PM

I am making the GAME MAP.
Now, how I can make that like in SUPER MARIO WORLD, that you can't advance the next part after you finish the level?

EXAMPLE:

To advance the NEXT TOWN you need finish the ROAD level in order to "unlock" that part in the map.

Mmmmmmmmm

Attached thumbnail(s)

  • Attached Image: screen4.png

RinGames
# Since 1998 #
0

#4 User is offline   Old-Sckool 

  • megazeux breaker
  • PipPipPipPip
  • Group: Members
  • Posts: 649
  • Joined: 07-June 05
  • Gender:Male

Posted 13 June 2017 - 07:17 PM

Although it's possibly not necessary for your project, sprites aren't all that complicated. All you need to do is just set 4 key variables (spr#_refx, spr#_refy, spr#_width, spr#_height), then use the put sprite command to enable the sprite. Once enabled, you can then use the spr#_x and spr#_y counters to place the sprite anywhere on (and off) the board. The refx/refy counters are used to set the top left coordinate of the image to use for the sprite (and by default, these are board coordinates), while the width/height counters set the width/height in characters.

For example, lets say you want to create a new 2x2 sprite. You'd start by creating the graphics for that 2x2 sprite somewhere on the board (for example, let's say at board coordinates 10,10). Next, you'd pick a number to use for that sprite (this has to be between 0 and 255). If you intend for sprites to overlap, note that sprites with a lower number will be drawn first/hidden behind sprites with a higher number. For the sake of this example we'll just stick to 0. Thus, to initialize a sprite, we'd simply just do the following:

set "spr0_refx" 10
set "spr0_refy" 10
set "spr0_width" 2
set "spr0_height" 2
PUT c?? sprite p00 40 5

This post has been edited by Old-Sckool: 13 June 2017 - 07:17 PM

<Nadir> mzxers don't make GAMES, usually
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D

<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
0

#5 User is offline   RinGames 

  • Newbie
  • Pip
  • Group: Members
  • Posts: 17
  • Joined: 12-June 17
  • Gender:Male

Posted 13 June 2017 - 08:10 PM

Thanks for the tutorial! i'll give it a try
RinGames
# Since 1998 #
0

#6 User is offline   RinGames 

  • Newbie
  • Pip
  • Group: Members
  • Posts: 17
  • Joined: 12-June 17
  • Gender:Male

Posted 14 June 2017 - 06:50 PM

Experts in file access. I NEED HELP

I am writing a CUSTOM saving engine that saves NAME, PLAYER LEVEL, TIMESTAMP of last SAVE, GAME LOCATION and such information, show it and load the file.
I am stuck because the file can't be overwritten or shown. Please help. Thanks for your help!

*I attach theoutcome files from the engine*

Attached thumbnail(s)

  • Attached Image: screen4.png

Attached File(s)


RinGames
# Since 1998 #
0

#7 User is offline   Old-Sckool 

  • megazeux breaker
  • PipPipPipPip
  • Group: Members
  • Posts: 649
  • Joined: 07-June 05
  • Gender:Male

Posted 15 June 2017 - 01:11 AM

It'd be more helpful to see all of your source code, not your output code.

My best guess though is that after writing to file, you're not freeing the stream with this line:
set "" to fwrite

<Nadir> mzxers don't make GAMES, usually
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D

<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
0

#8 User is offline   Lachesis 

  • the pinnacle of human emotion
  • Group: DigiStaff
  • Posts: 3,895
  • Joined: 17-July 04
  • Gender:Female
  • Location:Sealand

Posted 15 June 2017 - 01:16 AM

Old-Sckool means
set "" to "fwrite_open"


But yeah, it'd be helpful to see all of your code.
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
0

#9 User is offline   RinGames 

  • Newbie
  • Pip
  • Group: Members
  • Posts: 17
  • Joined: 12-June 17
  • Gender:Male

Posted 15 June 2017 - 06:42 PM

my source code

cycle 1
color c00
end
: "saveFILE"
lockself
* "~eSAVING"
. "------ Lets check if data exists"
set "savedate&windowOPTIONsel&.txt" to "FREAD_OPEN"
set "$slot" to "fread"
if "windowOPTIONsel" = "&$slot&" then "SDENY"
set "" to "FREAD_OPEN"
goto "saveOK"
end

: "SDENY"
ask "File already exists! OVERWRITE?"
: "no"
set "" to "FREAD_OPEN"
end play
play "q2c"
* "ERROR CAN'T OVERWRITE!"
wait for 15
send "WINDOWz" to "startup"
unlockself
end

: "saveOK"
: "yes"
set "savedata&windowOPTIONsel&.txt" to "fwrite_open"
set "$slot" to "&windowOPTIONSEL&"
set "$name" to "GEORGE"
set "$level" to random 1 to 99
set "$Saintgems" to random 0 to 8
set "$SAVEday" to "&date_DAY&"
set "$SAVEmonth" to "&date_MONTH&"
set "$SAVEyear" to "&date_YEAR&"
set "$SAVEhour" to "&time_HOURS&"
set "$SAVEminute" to "&time_MINUTES&"
. "player location in WORLD MAP (based on MAP)"
set "$Glocation" to random 1 to 37
. "player position in BOARD (based on PLAYERX)"
set "$GX" to random 1 to 80
. "player position in BOARD (based on PLAYERY)"
set "$GY" to random 1 to 24

set "$slot" to "fwrite"
set "$name" to "fwrite"
set "$level" to "fwrite"
set "$Saintgems" to "fwrite"
set "$SAVEday" to "fwrite"
set "$SAVEmonth" to "fwrite"
set "$SAVEyear" to "fwrite"
set "$SAVEhour" to "fwrite"
set "$SAVEminute" to "fwrite"
set "$Glocation" to "fwrite"
set "$GX" to "fwrite"
set "$GY" to "fwrite"
set "" to "FWRITE_OPEN"

unlockself
* "~cSAVED!"
send "WINDOWz" to "startup"
send "data1" to "loadme"
end

: "error1"
end play
play "q1c"
* "~cSAVE ERROR!"
end
RinGames
# Since 1998 #
0

#10 User is offline   Lachesis 

  • the pinnacle of human emotion
  • Group: DigiStaff
  • Posts: 3,895
  • Joined: 17-July 04
  • Gender:Female
  • Location:Sealand

Posted 15 June 2017 - 08:49 PM

Found what I think are a couple of bugs.

1)
set "savedate&windowOPTIONsel&.txt" to "FREAD_OPEN"
set "$slot" to "fread"
if "windowOPTIONsel" = "&$slot&" then "SDENY"


This will compare windowOPTIONsel to the counter named "0" or whatever the value in the save slot is. Unless the counter named "0" is set to zero, "1" set to 1, etc, this might fail to detect an existing file. In MZX, you can compare counters and strings numerically, so as long is the string is on the right of the operator this should just be:

set "savedate&windowOPTIONsel&.txt" to "FREAD_OPEN"
set "$slot" to "fread"
if "windowOPTIONsel" = "$slot" then "SDENY"




2)
set "savedate&windowOPTIONsel&.txt" to "FREAD_OPEN"

...

: "SDENY"
ask "File already exists! OVERWRITE?"

...

: "yes"
set "savedata&windowOPTIONsel&.txt" to "fwrite_open"


It looks like you aren't closing the file for reading before you try to write it. I haven't actually been able to get this to fail, but it might be the issue. I suggest changing the part starting at "yes" to:

: "yes"
set "" "fread_open"
set "savedata&windowOPTIONsel&.txt" to "fwrite_open"

"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
0

#11 User is offline   RinGames 

  • Newbie
  • Pip
  • Group: Members
  • Posts: 17
  • Joined: 12-June 17
  • Gender:Male

Posted 15 June 2017 - 09:33 PM

It works but i don't seem to prompt me to OVERWRITE if there is already a saved file.
I upload the source .mzx (zipped), so you can see the save engine in action (because its a little difficult explain it)

Attached File(s)


RinGames
# Since 1998 #
0

#12 User is offline   Lachesis 

  • the pinnacle of human emotion
  • Group: DigiStaff
  • Posts: 3,895
  • Joined: 17-July 04
  • Gender:Female
  • Location:Sealand

Posted 17 June 2017 - 11:24 PM

It looks like the problem is that $slot is being set to the string "fread" instead of reading a string from the file.

set "savedate&windowOPTIONsel&.txt" to "FREAD_OPEN"
set "$slot" to "fread"
[ "&windowOPTIONsel& &$slot&"
if "windowOPTIONsel" = "$slot" then "SDENY"


Posted Image

This is because you're opening "savedate[etc...]" instead of "savedata[etc...]". This file doesn't exist, so the special function of fread fails and instead the string gets set to literally "fread". When I change it to this:

set "savedata&windowOPTIONsel&.txt" to "FREAD_OPEN"
set "$slot" to "FREAD"
if "windowOPTIONsel" = "$slot" then "SDENY"


it works:

Posted Image
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
0

#13 User is offline   RinGames 

  • Newbie
  • Pip
  • Group: Members
  • Posts: 17
  • Joined: 12-June 17
  • Gender:Male

Posted 18 June 2017 - 03:07 AM

thanks you very much!
its the engine of custom save. yet tp be in the main game.
RinGames
# Since 1998 #
0

#14 User is offline   RinGames 

  • Newbie
  • Pip
  • Group: Members
  • Posts: 17
  • Joined: 12-June 17
  • Gender:Male

Posted 24 June 2017 - 12:53 AM

Some advances, new GUI and the Title screen.
SHould I release a Beta version?

Attached thumbnail(s)

  • Attached Image: screen7.png
  • Attached Image: screen8.png
  • Attached Image: screen5.png

RinGames
# Since 1998 #
0

Share this topic:


Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users