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M.A.Z.E. final

Games & Demos - M.A.Z.E. final

 Wednesday, April 23, 2008 - 10:22
 Submitted by: wolf_
 Topic: Games & Demos
 
Source: Karoshi

In march we reported about a beta version of M.A.Z.E., which was to become an entry for the 2KBOS contest. Daniel Vik and Vincent van Dam -a duo of highly active and surprising developers- have now finished this entry. Source code is included, as well as a game ROM and the relevant files you could copy to a disk. Have fun finding your way out!

Relevant link: M.A.Z.E.
 
 


By Google

By ARTRAG on April 23 2008, 13:25
Is it possible to reuse part of the code of the other competitors in order to improve our games ?
or you get disqualified in the 2K competition ?
By dvik on April 23 2008, 17:39
I hope its allowed to use the code in other entries. There are some good stuff that can benefit other games, like the replayer, compression, and I guess several smaller things that may be useful too, like how to exit to basic or how to do joystick input, mirroring sprites etc.
By ARTRAG on April 23 2008, 19:09
I gave a quick glance to your code.
The music player is simply amazing, it is worth to reuse it also in larger productions (are you going to release a music editor too ?)
to not say of the maze generator or of the smooth scrolling.

I used the compression in my WIP too, but with pletter 5c, I spend more room for the unpack, while your code is customized to unpack
only the packing mode used in compression.



By wolf_ on April 23 2008, 19:48
* is lost in that maze nonetheless..

oh, and if I may name something: taking corners could've been a bit more forgiving.. Pixel-perfect sprite 'collisions' may have its merits in some games, but not here imho.. :-)

Otherwise quite an interesting entry for just 2KB!
By dvik on April 23 2008, 19:55
Quote:

taking corners could've been a bit more forgiving..



Yeah, I agree. Doing something less pixel accurate is not necessarily hard, but would require some more code, so its mainly a size issue. The game does allow you to move diagonally though, so if you are moving up and want to go left in next cell, you can move up-left and you'll get where you want pretty easily.
By manuel on April 23 2008, 22:02
Yeah, after a while I could run through the maze pretty smoothly, by using multiple cursor keys. I did find the game a bit easy, though. I lost interested at level 5-2 or something. But OK, it's only 2 friggin kilobyte Pretty complete for such a small piece of code. There's not something missing, AFAICS.
By dvik on April 23 2008, 22:07
Hehe, did you play all the way to 5-2 ? Thats more than I've done
By dvik on April 23 2008, 22:43
Quote:

are you going to release a music editor too


Probably not, but if we see a need for it we'll of course consider it. We already have two pretty good trackers and replayers that we use ( TMS, and TM2)

When doing the music in the maze game we used the TM2 tracker, and played it in a modded blueMSX that dumps the PSG register writes along with a frame count. Then we cleaned the data a bit and built up the song manually. For a small song like the the one in maze it wasn't such a big effort, but if the songs get bigger, its probably worth thinking of a tracker dedicated to this format.
By hap on April 24 2008, 22:28
So this is what hell looks like for the poor penguin after he goes game over in Doki Doki Penguin Land.

You're planning to release the TM2 tracker/replayer though? And, I guess the TMS one is the one used in Lotus F3? (that you/Vincent mentioned in an earlier thread wouldn't get released yet until bugs are ironed out).
By Vincent van Dam on April 26 2008, 00:14
TM2 is the player we used for Lotus F3. TMS is a predecessor of the TM2 player. It has been used in some of the parts in our demos (when cpu power and timing were critical), and in the game Kobashi.

Releasing the TM2 tracker and player is planned, but there hasn't been any development on it since the Lotus F3 release.
By manuel on April 26 2008, 13:48
dvik: yep I did Want a screenshot? ;-)

About using that modified blueMSX: you could have used an unmodified openMSX to do the same ;-) (There's a reg_log command and a specialized psg_log command which dumps the PSG registers in every frame and puts it in a file conforming the .PSG format.)
By dvik on April 28 2008, 21:46
Yeah, I know openMSX have that feature, but for me its quicker and more flexible doing it in blueMSX. Its good for others to know though that the feature exists in openMSX and fMSX too I believe.
By ARTRAG on May 06 2008, 00:29
my wip for the 2k competition

http://spritemultiplex.googlepages.com/loader.rar

run with
bload"loader.bin",r

Explore the maze and look for the switch that turns off all the defective robots.
use keyboads, Q to exit to basic

ATM
1) the switch is missing :-)
2) bullets for MC are missing (also robot testing collision of bullets against robots)
3) robot explosions (but some code is there)
4) MC die (now you just start the game again)
By Huey on May 06 2008, 11:13
Hey Dvik and Joyrex!!

Why isn't your entry on Konamito's website???? Haven't you guys entered the competition?



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