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Forum › Project Guidance & Game development
[RELEASED] Digger (KC85Digger-Clone)
Sutchig Mon Jul 20, 2015 2:56 pm
Some time ago I startet a clone of my favorite game when I was young based on the TileMapRam-example.
Goal is to collect as many diamonds as needed (see status bar) to unlock the exit.
A browser version can be found here:
http://www.kc85-digger.de/index.html (german)
Screenshot:
As the author allowed me to use the original levels (thanks), some of them are included :)
Differences to the original game are:
-one type of monster is missing, so at least level 14 is not solvable
-killing a monster (by falling rock or diamond) gives diamonds- in the original game they just blow the surrounding tiles away. Will eventually becomes the hard mode.
-doors can't be deleted by killing a monster - this sadly leaves other levels unsolvable.
not to do:
-New monsters
done:
-fix level14
-doors are always visible and can be deleted
-saving costs a live
-fix bug: monster do not kill you if they are looking for new direction.
-unlock level by level.
-more levels by including an unpacker. (LZSS or rle+huffman)
-player-sprite :)
Button C gives a little menu. If you get stuck, button a is the "killswitch". If you're dead, button b is level reload.
Games thread: viewtopic.php?f=17&t=3267
Goal is to collect as many diamonds as needed (see status bar) to unlock the exit.
A browser version can be found here:
http://www.kc85-digger.de/index.html (german)
Screenshot:
As the author allowed me to use the original levels (thanks), some of them are included :)
Differences to the original game are:
-one type of monster is missing, so at least level 14 is not solvable
-killing a monster (by falling rock or diamond) gives diamonds- in the original game they just blow the surrounding tiles away. Will eventually becomes the hard mode.
-doors can't be deleted by killing a monster - this sadly leaves other levels unsolvable.
not to do:
-New monsters
done:
-fix level14
-doors are always visible and can be deleted
-saving costs a live
-fix bug: monster do not kill you if they are looking for new direction.
-unlock level by level.
-more levels by including an unpacker. (LZSS or rle+huffman)
-player-sprite :)
Button C gives a little menu. If you get stuck, button a is the "killswitch". If you're dead, button b is level reload.
Games thread: viewtopic.php?f=17&t=3267
Attachments: Digger.zip (not archived)
Sorunome Mon Jul 20, 2015 3:43 pm Re: [WIP] Digger (KC85Digger-Clone)
That is some quite interesting concept, great job!
clement Mon Jul 20, 2015 7:26 pm Re: [WIP] Digger (KC85Digger-Clone)
I love it!
Maybe a multiplayer mode?
Maybe a multiplayer mode?
Sutchig Sun Jul 26, 2015 4:03 pm Re: [WIP] Digger (KC85Digger-Clone)
Minor update:
see "done"-Section in first post :)
+ 2 more levels (still not packed)
Lives is set to 250 (for debugging purposes)
I don't know, if multiplayer is possible - at least there must be 2 playersprites per level, but im thinking about it ;)
see "done"-Section in first post :)
+ 2 more levels (still not packed)
Lives is set to 250 (for debugging purposes)
I don't know, if multiplayer is possible - at least there must be 2 playersprites per level, but im thinking about it ;)
clement Sun Jul 26, 2015 7:05 pm Re: [WIP] Digger (KC85Digger-Clone)
I play in my cab with my daugther at dangerous dungeon :
https://www.youtube.com/watch?v=KNpo2mt6XEw
It the same gameplay with 2 players.
https://www.youtube.com/watch?v=KNpo2mt6XEw
It the same gameplay with 2 players.
Sutchig Mon Aug 10, 2015 12:53 pm Re: [WIP] Digger (KC85Digger-Clone)
Sooo... another update (see zip in first post)
Got something like a LZSS-encoder working. Saves some space :)
The INF-File is "remastered", so the player sprites and little updates here and there. eg. lvlup only works for already solved levels.
Lives are in "hard" and "easy"-Mode the same, so i think 250 lives are a good amount if you want to solve every level in both modes.
I think, this could become a release :)
Multiplayer: i thought about that, too. Probably 2 different HEX; one master an one slave. Gamemodes: coop-Mode and vs-Mode?
in vs-Mode the needed diamonds could be half, and the player which reaches the door first (or survives), wins.
@LZSS:
this isnt the original implementation as this relies on an ring-buffer for encoding and decoding. (at first i thought, the example encoders i found are somehow broken, when i looked at the output ;))
So i hacked a little encoder on my android smartphone with an simple texteditor in HTML (javascript) - was on vacation without any PC/Laptop :)
Usual decoders should be able to decode this encodings, the backreferences just dont wrap around the buffer borders.
my "Gamebuino-Decoder" is surely not state-of-the-art, but works as expected:)
some data:
- it needs about 300Byte more flashmemory (compared to the usual "nibble-mask-decoder" :))
- with refsize=6 and refcount=3 only 60-70% of flashmemory is needed (say, 30-35% compared to one tile per byte)
- in this game, tilemap is 14x20 -> 280Byte per level. Flashusage is about 100Byte per level
Edit:
here we go: viewtopic.php?f=17&t=3267 :)
Got something like a LZSS-encoder working. Saves some space :)
The INF-File is "remastered", so the player sprites and little updates here and there. eg. lvlup only works for already solved levels.
Lives are in "hard" and "easy"-Mode the same, so i think 250 lives are a good amount if you want to solve every level in both modes.
I think, this could become a release :)
Multiplayer: i thought about that, too. Probably 2 different HEX; one master an one slave. Gamemodes: coop-Mode and vs-Mode?
in vs-Mode the needed diamonds could be half, and the player which reaches the door first (or survives), wins.
@LZSS:
this isnt the original implementation as this relies on an ring-buffer for encoding and decoding. (at first i thought, the example encoders i found are somehow broken, when i looked at the output ;))
So i hacked a little encoder on my android smartphone with an simple texteditor in HTML (javascript) - was on vacation without any PC/Laptop :)
Usual decoders should be able to decode this encodings, the backreferences just dont wrap around the buffer borders.
my "Gamebuino-Decoder" is surely not state-of-the-art, but works as expected:)
some data:
- it needs about 300Byte more flashmemory (compared to the usual "nibble-mask-decoder" :))
- with refsize=6 and refcount=3 only 60-70% of flashmemory is needed (say, 30-35% compared to one tile per byte)
- in this game, tilemap is 14x20 -> 280Byte per level. Flashusage is about 100Byte per level
Edit:
here we go: viewtopic.php?f=17&t=3267 :)