#amospro — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #amospro, aggregated by home.social.
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Last progress report of the year is out!
The post is public :)#TheGate #Amiga #solodev #indiedev #AMOS #AMOSPro #retrodev #retrogaming #retrogames
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#TheGate for #Amiga
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Still working on the game menu and code cleaning.
In the shot there is the game menu (default ESC key) where the player can access the inventory and game options.
Right now you can move in the available tabs (left) and you can browse the documents gathered by the player, the hilighed document can be read with the action key.
I've also on paper the tools that can be equipped, one at a time, that will provide... TOP SECRET! 😁 -
I recently read a post, but unfortunately I don't remember who wrote it.
The post talked about dialogues in games and the possibility of skipping dialogues to facilitate a new run and not waste time reading the same things over and over.
I hadn't thought about it, and therefore I added the possibility to speed up the printing of dialogues with the left mouse button pressed, scripted pauses will be skipped too.Thanks to whoever pointed this out to me. 🤗
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Time to pick up #AMOS again. #AMOSPro #amosbasic #amiga
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Time to pick up #AMOS again. #AMOSPro #amosbasic #amiga
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Time to pick up #AMOS again. #AMOSPro #amosbasic #amiga
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Time to pick up #AMOS again. #AMOSPro #amosbasic #amiga
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Time to pick up #AMOS again. #AMOSPro #amosbasic #amiga
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#TheGate for #Amiga update
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Dialog system done!😁
I've added many commands to make dialogs branching flexible and with almost all the commands already available for terminals.
I've used 2 sprites to indicate the character that is talking and one to indicate that the dialog is paused and the player needs to hit a key or the left mouse key to continue, like in old-style rpgs.A video will follow when I'm done with the docs :commodore: :amiga:
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Dialogs are almost done, I still need to adjust some commands and to setup the sprite I will use to point the character that is talking 😁
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I started to code the talk-interface and I realized that I have to implement almost all the tags I already coded for the terminal simulator, only a few of them are excluded while a couple must be added, like for example a tag to show who is talking (with an optional portrait). I decided to use a separate screen (8 color, 320x34) and a sprite to point the character on screen that is talking. In a couple of days i should be able to show something 😁
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I'm spending some time to implement hero's bubbles that can be used as hints for the player. I also need to add another state-bit for doors because I could lock a door until something is done.
For example: I don't want the player to exit the room until he has read a document, if the player try to exit before this event the hero will show a bubble saying "I should do something before going out". that's the plan :commodore: :amiga: -
So my friends... I'm soooo happy! 😍
I was able to add color & shift glitches to the terminal simulator of my #Amiga game!
Beyond other features added, like interacting with the "outside", this thing is awesome 💖
I've added selectable palettes to have also amber, green and grey screens.
Let's hope nothing will explode with all this stuff :commodore: :amiga: -
#TheGate for #Amiga, terminal simulator update
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Added several features:
- Conditional jumping with =,< and > operators
- [EXIT] to terminate a program and exit from terminal
- Input routines as you can see from the screenshot.NEXT
- JUMPON <varname> <label1>,<label2>,<label3>,.... it will be useful for menus
- Commands to interact with doors, furnitures and future stuff 😁
- Screen glitch effects 😍
:commodore: :amiga: -
#TheGate for #Amiga
My terminal simulator is arising!
Implemented:
- Scrolling (only up like an old style term)
- Labels
- Jump to labels
- Variables Increase & decrease by 1
- JIFEQ -> Jump to label if variable is equal to a certain valueThe shot shows the terminal executing a loop for 2 times increasing a variable, when the variable reaches 3 the program jumps to a label and prints the last line.
IT WORKS! IT WORKS!! 😃
note on the left the source program (# = comments)
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Worked on #TheGate, my #Amiga game. After having planned how terminals work, I've cleaned the code and implemented a simple message system that uses the info area in the HUD section.
The message can be configured as "Info", "Warn", "Alarm" and with a custom duration, after the duration is expired the message will be removed :amiga:In the screenshot you can see what happen when the player want to interact with a locked (by a terminal) furniture.
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Well, I think that the docs reader is just fine, now the image is horizontally centered and I changed the tag and splitted it into two variants:
[IF] : Foreground image, where text cannot overwrite the image
[IB] : Background image, where the text can overwrite the image as showed in the screen shot.It's time to plan how to implement terminals: this will be a lot of fun! 😁 :amiga:
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Today was a good coding day, I managed to insert images in my game documents reader, the image must have the same palette of the doc reader screen, I will center the image tomorrow, but for now all is fine!
The tag is:
[IM]WWWxHHH:filename
WWW=3 digits width
HHH=3 digits heightIsn't it nice? :amiga: I mean the cat.girl 😍 😂
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Still working on the document reader for my game "The Gate": now with the tag [B-] it is possible to change the background color as you can see from the screenshot.
The last thing I want to add is the ability to include images, they can be handy for the adventure to be able to show pictures in docs :P -
After having implemented the basic items that the hero can find in the containers, I'm now working on a simple text parser. It will be used to show documents that the hero will find on his adventure with various hints, story details and also vital informations like password or strategies to move on.
Right now I can set any color with the tag [F-] and apply a 3d effect with the tag [3D].
I can reset all styles with [NR].
More to come... :amiga: -
#TheGate for #Amiga update:
Furniture search & pick-menu have been completed, now I'm adding objects that can be found in the containers like:Keys, Bullets, Bullet clips, Medikits, Weapon mods & some more...
I've decided to go with auto picking: the hero takes what he needs, unused items are left in the container, e.g. if the hero find 6 shots and he fired 2 he will pick only 2 to refill the clip while 4 will be left in the container for later use.
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In this short video you can see my recent works:
- HUD : bullets & bullet clips are live
- Doors : locked doors become unlocked if the hero enters from an unlocked door
- Furnitures : hitting the action key let the hero start searching, if the hero moves the search is interrupted but can be resumed. When the search ends the items in the furnitures are showed (not yet implemented 😁 )WinUAE emulating an #A1200 with "Cycle Exact" flag.
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While working to implement searchable furnitures I realized I had to implement also a basic inventory and an HUD, so here is a idea after several tries.
The top screen is a separate display with 16 colors that shows the current weapon, ammos and ammo clips, the health & medi kits, while on the left there is a slot for the secondary item (right mouse click).
The middle part will display the current location and maybe some other infos. :amiga: -
Finally I found how to implement fornitures and terminals in my game #TheGate .
Since animating all these objects could be too much heavy I decided to implement them as static icons, for the ones that requires animations I will go with an additional layer with small animations.
For example is useless to animate an entire desk with a terminal, I can animate only the terminal screen with another small graphic object (#bob).... continue in the comment ...
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Amiga-News is talking about me!
English: https://www.amiga-news.de/en/news/AN-2023-10-00012-EN.html
German: https://www.amiga-news.de/de/news/AN-2023-10-00012-DE.html
😍
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Da un paio di giorni mi sto dedicando a sistemare un po' il codice eliminando i segmenti hardcoded, ad esempio ho definito la struttura delle mappe e sto passando la definizione delle porte su un file con un formato molto semplice da gestire e modificare.
Sto lavorando anche agli oggetti di arredamento utilizzabili per cercare materiale e indizi
utili al nostro detective 🕵️♂️
Anch'essi potrebbero necessitare di chiave o di sblocco da terminale 🖥️ -
We have doors!
Doors will connect maps/rooms and will be operated by the hero with an "action" menu. Some can require a key, some not, some can be unlocked from terminals (⬅️ this will be fun to code!!).Lately I've found a bug I'm fighting with, but it's already on my sight 😁