PS: Playing more carefully and adjusting to the pace the game has, I have now happily finished the first and second map with plenty of health to spare, by the way. ;3 Haven't found the last bit of gold and somehow forget to pick up the double shotgun along the way, which I know is there, because I picked it up on the runs before. I'm only human and over 50. LOVED the second map by the way!
Jammet
Recent community posts
Roger, I'll do me best :3. In the forum I'm at (Forum64.de) most players so far are loving the engine. Feedback all in all was mostly about the first map being too challenging (in terms of secrets) where people sort of thought it would ease them in, like a tutorial. I'm completely in that space where I'm aware of all the little thing from Wolfenstein 3D and they mostly don't, so I guess that's why. But they enjoyed finding these secrets and noted that they liked how subtle hints were hidden, like the walls being a tiny bit "different" to suggest trying to push them open. One said they think sound could be better, although it was good enough. In the end, people had mixed opinions on the starter map, and praised the engine very very much. :3 And a few of them also enjoy the mouse controls. So that's definitely getting used!
And yeah, with all those varying opinions on map design, that's the thing: just like back then, there were maps that had a focus on action, on exploration, puzzles and secrets, or combinations of these, and not everyone likes every map the same, that's just how it is. From your earlier demos, I recognised the Shareware Wolf3D map, even visually just by seeing the rooms (and later in the editor). That's all to be expected. My old DOOM map was super convoluted (not like a labyrinth). Most people wanted action so they didn't like that, but enough people did, and I kept making them like that.
I wonder if it could be possible to move the cursor in the map editor with the mouse as well. The little block. Keep everything else as-is.
I kind of feel very proud now, thank you very much for the honor! :3
Been playing for some hours now and I'm loving it even though I always seem to die in the game at the same point and I have a hard time figuring out how to actually destroy the baddies without trading too much damage myself. They take a lot of hits (not sure if I'm hitting them to be honest). I just always run out of health by the time I get to hunt for that last key. For a first stage this is ... very tough. On easiest difficulty anyway, peace mode aside. ^^ Do I suck at this?
I am absolutely in love with this, only just scratched the surface by trying the first level and getting smacked to bits just after I found the red key. :3 Will get better at this, but I am loving this already! Wow it's so fluid, the mouse controls are so absolutely amazing! Never done before on the C64, you are the absolute first to try this, and it really shines because how smooth the game actually plays!
It'll take a good while to come up with decent maps, but I will absolutely make some! And then I'll send them to everyone who would wanna try playing them, :3 including you, of course! Big love!
Ah, apologies for missing the entire bit about the documentation. I wents hands on, immediately there. I think everything else appears to be even made in such a way that it all explains itself then.
Kinda wish I was able to freely define the dimensions of doors for purely creative reasons, but only because I'm spoiled from mid-90s Doom wad editing, where I would create doors the shape of an X in the center of a plus intersection of corridors and such. ^^
You rock, I'm back playing with the editor.
I've been playing with the map editor, though I wish I knew what some of the things mean, such as STD, RGT, DWN, SK... two of these might mean right and down, but STD (standard?) or SK ... I am still quite clueless.
Also, I don't know the difference between INIT and SPAWN in the Enemy dialog, or how big a difference the difficulty in strength equates to what you're shooting them with, and all that. :3
Or what shift+x will do (test run the game) later maybe.
So far I'm having fun with this :3 but you guessed it, eagerly awaiting the chance to "see" what I'm doing in the editor.
No rush though, I can just fiddle with the editor for a while.
I did a mention of this atta Forum64 (in german, sorry), kinda super happy, hope it's okay :3.
https://www.forum64.de/index.php?thread/156696-commodore-64-ultimate-von-commodo...
I'm shocked, don't know what to say! The C64U is getting native mouse support in the next firmware update and this will get a lot of people even more hooked, I think :3.
Talking about control, I might opt to use an emulator for the map maker though, because even after so many years, using the cursor keys extensively for hours on end on the Commodore gives me knots in my fingers. On a PC keyboard I can just relax while making maps.
Thinking about starting off with something simple to get accustomed, like perhaps remaking maps that I know from perhaps Wolfenstein or Catacomb Abyss, once I have a way to test them and get a good feeling for the dimensions of when I draw walls and rooms, and what visually feels okay to do and what not. Like, attempting to make diagonal walls, how "wrong" that looks, and so on.
Thank you for all that hard work you put into this! Castles or Planets, anything goes. :3
PS: Ich know this is already absurd asking, I guess but if you support multi SIDs you could have stereo and waking monsters/robots could make sounds just like in other such games, or when they spot you, giving you the opportunity to know which direction that noise came from.
My first play through. I gave it my all, took my last breath as king knowing I left behind a legacy and a metropolis the world had never seen before. Ahem. <ending screen comes up> Ooh ... uh ... I mean a little village with measly 33 thousand people living in it. Dang I could have sworn it looked real impressive and big when I was living there :3. I guess from the outside it must have looked kinda cute! We had temples! We had corn! Come see our stores! Ahaha ... I dunno, maybe my next run there will be movie theatres ...
Looks better and better! Can the enemies also open doors if they "hear" you shooting? Can they try to come looking, find you, or is such a thing not going to be in the game?
I also wonder if it would be possible to have hazards in the environment. Not over-the-top-stompers but ... maybe gassed rooms that slowly drain your energy if you don't find another way or a mask maybe. Just throwing ideas around.
Yeah, I understand. I normally never would have an idea this exotic for any C64 game, hence the C64 is not exactly known for it's widespread use of mouse controls in .... anything. It's GEOS, Eye of the Beholder is the first killer application game, and this right here, could be another, if it "feels just right". Twitch shooters (boomer shooters) are rare enough on 8 bit, but none of them, none whatsoever, have the kinds of controls that enable you to flick left, shoot a guard, flick right, react to a sound, shoot another guard... that sort of thing. ;)
I'm planning to buy a mouster for the C64 since I don't have an original mouse, and I was wondering, are you thinking it might even be possible to have mouse controls in this? Wolfenstein 3D style? Having that kind of control to make quick side twitch motions is typical for fps games and enables that reactionary gameplay. It makes a huge differences with fps games.
Oh just one thing. Same story as in any Larry game. JUST because I am 49 years old, I would still have to look up some quiz questions ^^. Oh and it'd be amazing if you could play entirely using the keyboard. Or at least walk around somehow without the joystick. But high praises for making this game. I hope you make more adventure games.
:3 This looks very good already. Always have been in Love with Rogue type games. Even if the C64 doesn't look as fancy as RogueCraft on the almighty Amiga, it's quite cute, with the little enemy animations and all.
I wonder if maybe this will later have a somewhat more complex and bigger map, allowing for a bit of a maze.
What I always wished was that rogue type games like this would do differently, is the thing where going up and down means it's always a new maze or place. What I really enjoy in some dungeon crawlers is how a dungeon too, may have several floors, where you can fall down a pit and have to fight your way back up, or you can use shortcuts or other height-related connecting access points...
How awesome is this?? Finally! After so many years. I've always thought to myself that the C64 could do a game like this, like Advance Wars or Famicom Wars, like Battle Isle, or something along those lines. <3 I love this! Thank you so very much for all your time and love and effort and sweat put into this!
If you ever put out a campaign editor or something like that, I'll probably get as creative as I can with that!
Really the only small downer for me is that, having no previous experience with the Spelunky games, there is no real manual in here, or a tutorial.
There are a lot of items you can throw, but can you do something else with them, for example?
How do you just gently place a bomb at your feet without throwing it? Even when pressing down they roll a bit.
What are the grey blocks? Are they any different from regular dirt blocks? They look like you're supposed to be able to push them or ... something.
Can you get extra lives at all? I've never been past cave 2 so far...
Things like that. It's a bit tough to figure this out.
But I'm in love with the game itself!