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Messages - Robot

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Thanks, you just made my day Skeletor!

There are shooting enemies in the mini-dungeons already, but I like the idea of putting them on the overworld as well What I would like for the weapons:

-make fire bombs earnable, bombs would not create fire at the start.
-Starting machine gun should fire slower
-Add another (for a total of 3) that fire in some sort of spread pattern (or at least in all 4 directions)

Other plans include:

-Expand City
-Add dungeons (but I don't want too many, each should be unique-ish)
-Add Melee attack
-Health, Ammo, and points on the game screen

Things will be in the next version:

-Talking People (survivors) who gives hints and tips
-Science Lab (Zombies aren't coming from Hell, the Hospital or the Sewers, maybe it's there?)
-Another area of the city in which fire bombs won't work (i.e. it's 'Raining" in the story)
-Action/Mystery story about the Mutant Zombies
-At least one new enemy (adding them slowly)

Should have just waited :D Beta 3.0 is out and that's the last release for a little while. I highly recommend it.

Programming / Re: Realistic Zombie Apocalypse ANSI Shooter
« on: February 10, 2011, 01:53:09 AM »
Just released a new version.

Thanks! I just released Beta 2.0, which added some dungeons and made the bombs light the ground on fire so you can manage the zombies somewhat. Please let me know how you like the game! I hope people get some 286-style nostalgia from this one :D

Traditional Roguelikes (Turn Based) / Re: STAR QUEST Beta 1.1 Released
« on: February 09, 2011, 12:46:34 AM »

The arcade games all have items that you are trying to get

Racecar: Hotwheel (for example).

After you beat the Ax Man (in the other door to the big tree), you'll gain access to many more arcades.

Search for the secret passage in your spaceship... you already have access to much more than you know!

These items unlock doors in the back alley and also help during the final battle.

I'm planning on writing an FAQ/Walkthrough for the game, so don't forget about it! I'm glad you like the mythos, because the more time I spent with it, the more I enjoyed it and began to understand what this world was like.


You can download at:

The idea was to create a city filled with zombies and play a game in which you had to defeat 1,000s of zombies, ration ammo, health, etc., use the environment, think, and act quickly to survive.

Please check it out and let me know what you think!

Programming / Re: Realistic Zombie Apocalypse ANSI Shooter
« on: February 08, 2011, 09:45:13 PM »

Programming / Re: Realistic Zombie Apocalypse ANSII Shooter
« on: February 08, 2011, 04:15:07 PM »
I really just meant realistic in scale. I'm not going for total realism, but I see my post makes it sound that way, thanks for clearing that up. Things that are realistic:

1. Size of City (close)
2. Number of Zombies
3. Building floorplans
4. Persistent world

I can add separate floors (and you have a "base" you can hide in) but I think I'm going to keep it all on one map because it really makes you feel like you are in a sandbox (and I use the term loosely b/c you cant do much extra collect and kill).  That's not to say that other versions can't have more levels or dungeons, etc.

Thanks for pointing out the problem with ANSI, and, yea I edited the characters myself and I'm not very happy with most of them. I'd like to release the barebones beta soon :D

Programming / Realistic Zombie Apocalypse ANSI Shooter
« on: February 08, 2011, 06:24:16 AM »
I'll be the first to say this is borderline "rogulike" but it's very similar. It's an ANSII action game, but requires many of the same skills as roguelikes, etc. Anyway.

I want to start by saying that so far, this game is fun as hell to play. I really feel like I'm in a city crawling with zombies and have to slowly mow them down, but it just doesn't stop. You can actually kill every zombie/mutant in the city (right now that's the only way to "win"). The difficulty is brutal. The machine gun is very easy to use, and very effective and trashing zombies.

The working title is "Mutant Apocalypse" but that could change. I'm developing this with Megazeux, after I discovered it was possible. Megazeux is an incredibly powerful ANSII game creation engine, but I have complete control over the characters.

Anyway, right now the hero can run around part of a city. The city and buildings' floor plans are realistic, and there are literally thousands of zombie/mutants to destroy.

You have regular machine-gun ammo, and 2 kinds of bombs. You start with some lives and can collect more. Ammo is everywhere, but the giant caches are well-guarded. You might be able to grab 2000 rounds easily enough, but you'll need to use that strategically to gain the 10,000 you'll need. You can collect gems and coins for extra points.

Features finished:

40% of the City, including:
-ONE GIANT MAP, that simulates the city
-dozens of buildings (apartment complexes, a giant shopping mall, alleys, etc) with realistic floorplans
-hives of zombies waiting to attack
-mobs of mutants set on search and destroy
-tons of powerups
-intense difficulty
-decent level of realism
-keys which lock certain areas (including the shopping mall, a zombie movie staple)

Looking for thoughts, feedback!

It shouldn't take too much longer to finish, Megazeux is ****ing awesome. I was going to code this in C++, but it seemed pointless when Megazeux already did everything.

You can also follow dev on my website for the latest news on this game,

Check out the website for screenshots:

Yo! So, I've been messing around with NES Romhacking recently and I thought you guys might like these. First, my favorite, and the most recent,

I also did a Proto Man 3,

If you scroll down to the GAMES section on the sidebar, you can also find links to my Helmetless MM1 and 2 versions, and "Demons from the Past" which edits the first 6 levels of Mega Man dramatically. Enjoy!

Just started playing it and I really enjoy it so far. I love the graphics and modern setting!

Traditional Roguelikes (Turn Based) / STAR QUEST Beta 1.1 Released
« on: January 20, 2011, 11:56:32 PM »

You can download Star Quest at

After two years of development, Star Quest is finally finished! You play an unnamed Spaceman who suffered memory loss during a 5,000,000 space journey to a strange planet. Explore the world, meet unforgettable characters, bask in the 4-Bit, sweet-as-hell graphics, and tap your foot to the rad midi music.

The story so far...

An astronaut travels space for millions of years,
Forgetting the past for the sake of his journey.

The Starship Computer lands on a strange planet,
The Computer says the Star is here,

The Star Quest has begun!

You'll explore dungeons, Castles, and dozens of stunning, original areas. There are over 70 maps to explore and 10 arcade games to master. Once you've beat the game, play through again with all of your unlocked characters and items. You can always start another New Game + at any time after beating the game for the first time!

-Amazing Retro Graphics
-Inspiring philosophical storyline
-New Game + Mode
-10 Original Arcade Machines
-16 Unlockable secret characters
-Tons of hidden areas and secrets

Star Quest is like the RPGs you've played before, but in many ways it's unlike most other games. It's not exactly a roguelike, but it does feature some similarities. The sprites face forward in the same way that tiles function in a roguelike. You'll travel to a small nethack-inspired area and interact with roguelike heroes. Star Quest acts somewhat like a junction between different types of older video games from the 80s-90s. Hope you enjoy!

A few screenshots, more on 8-Bit City.

Traditional Roguelikes (Turn Based) / Re: The Atomic Knight Beta 3.0
« on: February 25, 2010, 06:03:36 AM »
That's an elegant solution, I like it. I think you

one line should read

else if(theGrid[newj][newk]=='#' || theGrid[newj][newk]=='4' || theGrid[newj][newk]=='8' || theGrid[newj][newk]=='X' || theGrid[newj][newk]=='A')

but yea, thanks for that code, I remember using something similar years ago in a game of life program.

.... I can think of many applications :)

Traditional Roguelikes (Turn Based) / Re: The Atomic Knight Beta 3.0
« on: February 24, 2010, 05:31:11 PM »
Wow! Thanks everyone, I'll definitely get to work on porting the game to Linux.

As for the code, I'm embarrassed by it and it will be cleaned up over time. Everything I did was "quick and dirty" and I've avoided condensing the code because I'm thinking about reworking the entire system to use actual objects instead of just characters.

Anyway, I did this a few days ago, but beta 4.0 is released. I didn't think to check this topic so I didn't have any of the feedback since my last post but I think this version is more enjoyable.


It now runs in DOS, no windows, which should make it easier for nix users right now (but the Linux port is forthcoming, thanks again aave!)

-8laser greatly improved
-default settings changed (less trolls, less powerups, less buildings)
-ENDING added (or cheat and look in the source code)

If you don't want to just look in the source for the ending, you need to do one of the following:

1. Kill 1000 Trolls
2. Reach level 100
3. Achieve 100000000 points.

Hi: I don't know why I declare the variable outside of the for loop. I was taught that way in high school and it stuck I suppose. As to your question about move missiles, THANKS for spotting a bug! Right now it's a series of if statements and it checks each square for times, I see the problem with that for sure.  I meant to make it a series of if-elses so that it would break after one true case.  I can think of a few ways to make it more streamlined, but my thought was that movemissiles wasn't broken so...

There are a bunch of simple functions I would have realized I needed (for example, a simple inBounds(int j, int k) function, etc.

Traditional Roguelikes (Turn Based) / Re: The Atomic Knight Beta 3.0
« on: February 17, 2010, 12:55:44 AM »
Thanks for the feedback! I have a few updates planned for the game:

First, implement the curses library and therefore fix the refresh bug. I know it sucks, but I hope that it doesn't stop one from enjoying the game now. On a faster computer (also, it would seem, on windows xp) the console can actually run really quickly and the refresh is barely noticable. However, on the machine I programmed the game on (a toshiba nb205 netbook running win7starter) the console runs much slower.

I didn't know how to program individual colors for different parts of the output in C++ and I still don't. Hopefully I can learn how to do this and give the player the option of customizing each object in the game.

However, if you look at the source, the game doesn't even use objects. The graphic determines how the program reacts. Still, assigning individual colors seems perfectly reasonable and should satisfy everyone.

That said, I don't really feel like that is a priority. The game already allows 256 color combinations, and the color menu is the easiest and menu to access. The color menu can be accessed at startup, or at death, allowing for the player to easily experiment with different ways of viewing the game. For example, running in the traditional colors makes the game seem like a roguelike, but inverting the colors creates the illusion of a notepad, or "world of text"-type arena. You can even play in pink and neon green to match your pink and green laptop. On a philosophical level, it allows the player to set the mood of the experience. My direct influence on this would be REZ, Lumines, and many other modern games, which offered a multitude of color options and skins, but still don't allow the complete color customization of most operating systems. I think this level of user control is essential to the increasing the success of any piece of software, particularly artistic and recreational software.

Consciously, the motivation behind the color setting was inspired by Microsoft's windows 7 starter os, which does not allow the user any easy access to the desktop wallpaper and several other graphics settings.

Anyway, I encourage everyone to play around with the settings, you will DEFINITELY enjoy the game more!

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