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Forum Index : Microcontroller and PC projects : MMBasic: Knightmare Game

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Posted: 11:05pm
23 Feb 2024
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LeoNicolas
Guru


Thank you for testing the game. Of course while I'm adding new features I'm also breaking existing ones  

The stage 4 is not finished yet. I think  the problem of crossing the river without a brige is becase I din't set that tiles as solid. It will be fixed when I finish the level 4 develpment. Let me know if you see the same problem on levels 1,2 and 3
Edited 2024-02-24 09:05 by LeoNicolas
 
Posted: 02:50am
24 Feb 2024
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Turbo46
Guru


  Quote  Of course while I'm adding new features I'm also breaking existing ones

That's the way it normally works.

Another crash.

I have not been able to replicate the sprite like artefacts yet. Noticed that the arrows that those other knight things are firing are pointing the wrong way now, I don't think they were before.

MMBasic reporting that it has seen the controller is annoying because you have to restart the game. I'll report that to Peter in the other post. Maybe an MM.INFO flag may be better?

Bill
 
Posted: 06:20am
24 Feb 2024
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Turbo46
Guru


I have seen the artefacts a few times but the action is too fast for me to notice how it happens.

The skeletons, when shot, don't scroll with the screen. Is that right?

I've finished for the day, my fingers have fallen off.

Example of the arrows pointing the wrong way:


Bill
 
Posted: 06:50am
24 Feb 2024
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LeoNicolas
Guru


I fixed the knight arrows' direction.

The skeletons, when shot, don't scroll. This is the original game behaviour.

I'm still investigating the artifacts issue.
 
Posted: 04:48pm
26 Feb 2024
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LeoNicolas
Guru


Hello everyone

New video released: https://youtu.be/OcjvFrNt5Hg

News:
- Stage 4
- Support for gamepads
- Bug fixes


 
Posted: 05:25pm
26 Feb 2024
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Volhout
Guru

Very nice…
You are really good at this (or you are cheating)

Volhout
 
Posted: 06:52am
27 Feb 2024
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Turbo46
Guru


Yes, you are bloody good, I think you might have played the game before.  

I find it hard to get to the later stages because I sometimes get caught by the scenery and cause a crash where normally I would die. A cheat to allow you to start at a chosen level would be handy.

Bill
 
Posted: 03:29pm
27 Feb 2024
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LeoNicolas
Guru


Bill

Add this code to line 27 in the km.bas file.


g_stage%=4     ' Stage number
g_player(3)=11 ' Best weapon
g_player(6)=20 ' Shield
 
Posted: 09:02pm
27 Feb 2024
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homa
Guru


Hi Leo,

Just a quick question, is there a PicoMite VGA version planned or is it even technically possible?

Matthias
 
Posted: 10:14pm
27 Feb 2024
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LeoNicolas
Guru


Yes. I bought a PicoMite VGA exactly for this purpose. I will adapt the game to the Pico as soon as I complete the game development.
 
Posted: 05:35pm
29 Feb 2024
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homa
Guru


Wow, that sounds great. I'm really looking forward to it.
 
Posted: 07:12pm
02 Mar 2024
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LeoNicolas
Guru


Stage five is coming

 
Posted: 09:21am
07 Mar 2024
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Martin H.
Guru


I know you didn't ask...
But if you want to realize the game for the Pico you have here the graphics in suitable PicoMite VGA RGB 121 format




Knight_pico.zip
 
Posted: 06:21am
08 Mar 2024
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LeoNicolas
Guru


Thank you Martin

Probably I will ask you in a near future to convert them again, because I'm still adding new tiles or adjusting the existing ones.

Today I pushed the stage 5 to the repo. I didn't have time to record the gameplay video. I think I can do it until Sunday.
 
Posted: 09:47am
11 Mar 2024
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LeoNicolas
Guru


Stage 5 gameplay

there is a bug in the final boss implementation that I will fix today. It is not allowing to the defeat it.

https://youtu.be/in6Or0CSGJE


Edited 2024-03-11 20:09 by LeoNicolas
 
Posted: 08:16pm
21 Mar 2024
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Volhout
Guru

Hi Leo,

I tried the KnightMare github version on a real CMM2, and it complains about a gamepad.

What CMM2 software are you running. My CMM2 came with the stock V5.07.01 from Geoff's website (the last official release I guess).

I have a keyboard, mouse attached, and have a WII controller available.
Is this the set you need to play the game ? I would very much like to play it. IS there any description what buttons do what ?

Volhout
 
Posted: 08:33pm
21 Mar 2024
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Turbo46
Guru


Leo is developing the game on MMB4W and will get it working on the CMM2 later. You can use the arrow keys to move and the space bar to fire. If you have an xbox controller you can use that too.

Bill
 
Posted: 04:53pm
22 Mar 2024
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LeoNicolas
Guru


As Bill explained, it much easier to develop the game on MMB4W then in the real machine. I will get it working on the CMM2 and the PicoVGA after completing the development.

Sorry for the lack of news these two last weeks, I'm super busy on my daily work.
 
Posted: 10:29pm
22 Mar 2024
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homa
Guru


hello LeoNicolas,

I tried out your game again. Status today from github. Because of error messages I had to comment out line 25 in init.inc for the specified MMBasic version:
' gamepad on handle_gamepad

and
in the file "km.bas" in line 157 directly after the
sub process_gamepad()

insert an "exit sub"

Today the keyboard control worked but unfortunately no collision. So unfortunately you are invulnerable.
Nevertheless the gameplay is fun!  
However, I received the following error message for the final boss:



continued success!

Matthias
 
Posted: 03:47am
23 Mar 2024
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LeoNicolas
Guru


Hello Matthias

Thank you for testing the game. You need to download the latest MMB4W version to get support for gamepads. Check out this post:

https://www.thebackshed.com/forum/ViewTopic.php?FID=16&TID=16531

I didn't implement the player collision against shots and enemies because it makes the game easier to test. I will try to do it for the next version and add a flag to disable the collision.

I will look at the error you reported. Sometimes, I introduce errors in the early stages when implementing new ones. This error is probably related to some update I did while implementing the stage 5 boss.
 
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