The Endless Metal Rooms

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rdc
Posts: 1745
Joined: May 27, 2005 17:22
Location: Texas, USA
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The Endless Metal Rooms

Post by rdc »

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.
RetardedAndProud
Posts: 26
Joined: Jun 09, 2024 18:26

Re: The Endless Metal Rooms

Post by RetardedAndProud »

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.
dafhi
Posts: 1738
Joined: Jun 04, 2005 9:51

Re: The Endless Metal Rooms

Post by dafhi »

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 :D
Berkeley
Posts: 110
Joined: Jun 08, 2024 15:03

Re: The Endless Metal Rooms

Post by Berkeley »

- 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:
Image
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.
rdc
Posts: 1745
Joined: May 27, 2005 17:22
Location: Texas, USA
Contact:

Re: The Endless Metal Rooms

Post by rdc »

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.
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