mastodon.uno è uno dei tanti server Mastodon indipendenti che puoi usare per partecipare al fediverso.
Mastodon.Uno è la principale comunità mastodon italiana. Con 77.000 iscritti è il più grande nodo Mastodon italiano: anima ambientalista a supporto della privacy e del mondo Open Source.

Statistiche del server:

6,3K
utenti attivi

#amospro

0 post0 partecipanti0 post oggi

for update
---
I'm so happy! I've added the first of 8 unique devices the hero will be able to equip, these devices recharge over time and consume energy when used. They recharge only when equipped (very slowly to avoid abuses)!
Some of them have an automatic use + manual use (right mouse btn) while some have only the manual use.
The hero will find these devices during the adventure.
Cannot say the specs of these items, they are top secret 😁
⬇️

for progress report
--
Still coding the game menu, it's a bit complex because from there many things can be managed but I'm at the end of the "tools" section: items that the hero will find and will be able to equip and use, one at a time.
Without spoilering too much, here are two shots of the tools icon, the smaller are for the HUD and the bigger are for the tools menu.
I'm not a pixel artist and for sure I will never be, but I'm happy with the results 😁

for
---
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. 🤗

for update
---
Today I realized some missing features on dialog system so I added:

[JRND <label1,label2,...>]
to jump to a random label in order to add random talkings

[SET $|%varname=value]
to set variable at run time because the previous
$|%varname=value
is a preprocessor command which set/declare variables during the loading.

Tomorrow I'll port these 2 commands to the terminal programs parser.
:commodore: :amiga:

for update
---
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:

Discussione continua

[<-] Trovo tutto questo molto divertente e stimolante. Ok, sto utilizzando un basic, anche se abbastanza evoluto, ma questo fa parte della sfida.
Trovo comunque che con le estensioni Turbo e AMCAF sia veramente op (overpowered) come si dice in slang. L'unica cosa che mi manca (ancora) sono le strutture dati: smanettare con gli array ancora mi disorienta 😂

Devo essere sincero: questo tuffo di con che sto avendo con il mio gioco per mi ha dato una bella botta di vita 😃
Tornare alle origini, con risorse limitate e processori che non sono delle schegge ti fa pensare e riflettere su come ottimizzare il codice, e a me questo ha fatto molto bene perché mi diverte e mi da soddisfazione. Quando dall' passai all' mi si aprì un mondo e tentai più di una volta a creare un gioco originale... [segue]

for

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 😁

status update

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:

#AMOS#AMOSPro#gameDev

So my friends... I'm soooo happy! 😍
I was able to add color & shift glitches to the terminal simulator of my 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:

#AMOS#AMOSPro#TheGate

for , terminal simulator update
-----
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:

for
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 value

The 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)

Let's call it a day! 😁

Variables implemented!🍾

Both numeric and string variables with no restrictions on names, I decided to put a limit on 25 string vars & 25 numeric vars, it shouold be enough.

Nest step: labels, jumps & conditional jumps :amiga:

#TheGate#Amiga#AMOS

Worked on , my 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.