The Endless Metal Rooms is a dungeon crawler set in an endless structure of connecting rooms. Make your way through the rooms to the control room.
Here is the link to the file. I have included the source code in case you would like to compile it on your system. Be sure to preserve the directory structure. This is a test version so it isn't complete.
https://drive.google.com/file/d/18Ui91V ... sp=sharing
I don't think the game is very interesting in its current state. I will be adding more functionality to the game.
The Endless Metal Rooms
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- Posts: 26
- Joined: Jun 09, 2024 18:26
Re: The Endless Metal Rooms
Point to note...
In its current state, it is 32bit only.
For example the bmpload function uses Integer for reading the width & height and Integer on 64bit is 64bits wide, this reads 8 bytes rather than the 4 required and thus needs to be Long for inter architecture compatibility.
There maybe elsewhere too, this was just an example.
In its current state, it is 32bit only.
For example the bmpload function uses Integer for reading the width & height and Integer on 64bit is 64bits wide, this reads 8 bytes rather than the 4 required and thus needs to be Long for inter architecture compatibility.
There maybe elsewhere too, this was just an example.
Re: The Endless Metal Rooms
had to add chdir exepath to load font
solid and simple. the graphics are nice. loved the Roll concept at char selection. that alone lit a fire in my imagination .. i could see a cost-associated re-roll. attacking the robot dog seemed realistic; i died
solid and simple. the graphics are nice. loved the Roll concept at char selection. that alone lit a fire in my imagination .. i could see a cost-associated re-roll. attacking the robot dog seemed realistic; i died

Re: The Endless Metal Rooms
- I'd make base values and won't roll every attribute from 0-10 whatsoever. I.e. e.g. attack = 6 + (1 to 4). May depend on the class.
Dunno whether FreeBASIC supports alpha channels, I'd recommend to make use of it. Otherwise with:
PUT (x, y), mask, AND
PUT (x, y), bitmap, OR
you can perform a "sprite" effect. "mask" has to be a bitmap where a "white" pixel (0xFFFFFFFF) will eliminate the background, turning it black, a "black" pixel (0x00) leaves it untouched. After this, you can OR-link the sprite bitmap with the background. Without the mask, the bitmap's bits will mix up with those of the background and you get a colour mess.
Here how mask and "sprite" look like:

http://www.vbaccelerator.com/home/VB/Co ... ndMask.png
The sprite background has to be black (=> 0) of course instead.
This is the oldschool way of making sprites as it was always used for mouse pointers. You can use it with 1 bit to 32 bit colour graphics, but you can't perform alpha blending this way - that's more complicated than that.
One way or the other you can insert monsters and objects in your rooms without "painting" an extra graphic for each.
Dunno whether FreeBASIC supports alpha channels, I'd recommend to make use of it. Otherwise with:
PUT (x, y), mask, AND
PUT (x, y), bitmap, OR
you can perform a "sprite" effect. "mask" has to be a bitmap where a "white" pixel (0xFFFFFFFF) will eliminate the background, turning it black, a "black" pixel (0x00) leaves it untouched. After this, you can OR-link the sprite bitmap with the background. Without the mask, the bitmap's bits will mix up with those of the background and you get a colour mess.
Here how mask and "sprite" look like:

http://www.vbaccelerator.com/home/VB/Co ... ndMask.png
The sprite background has to be black (=> 0) of course instead.
This is the oldschool way of making sprites as it was always used for mouse pointers. You can use it with 1 bit to 32 bit colour graphics, but you can't perform alpha blending this way - that's more complicated than that.
One way or the other you can insert monsters and objects in your rooms without "painting" an extra graphic for each.
Re: The Endless Metal Rooms
Thanks for the feedback. The different room pics are intentional so I am not going to change that. I am working on the lore notes and the ending. The game has a storyline and you will discover it as you play. The classes do need more functionality so I am thinking about that.