Game with text based graphics
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So i spend the whole night working on a game made entirely using text, my goal is something like an RPG but which looks and plays better than the usual rogue like game.
for now i have implemented map and screen drawing, player movement (using joystick, d-pad/arrows or usb keyboard using WASD) and collision.
I still have a lot to implement but i am having really a great time doing it.
Here is a video of the protopype i made in a day.
Here it is a few more hours of work later:
A few Days of work later after working on the enigine behind
PS: Do you know how to use an arbitrary unicode character in a string and if it's possible to open files from other projects? [Answered]
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Hi Pietro!
This is looking cool :) I love the text-based graphics style. Have you taken a look at the demo program "Roguelike" in the FUZE Programs? This is Luke's work, and he's got an awesome bit of room-building code in there.
Excited to see what this becomes!
To answer your question, unfortunately at the moment you cannot use an arbitrary unicode character in a string and it's currently not possible to open files from other projects. Sorry to let you down, but keep an eye on any upcoming update details and be sure to add your request to the Wishlist, where it will be read by the dev team.
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@Dave Looked at it, i is very cool, but i prefer to just study do study documentation and try myself, i got it to run pretty well, and yes i am putting toghether my whishlist of features to make this game how i want it to be.
This game is basically a recreation of a simple text mode game engine i made for dos using low level c + assembly (without libraryes, i just the good old programming and manul resource management) and in fact i want to experiment on the switch before implementing new features on dos, the switch is a very simple and funny platform to develop on with fuze, i get started in very little time, but i am missing some c features i'd like you to implement.
Thanks for answering my post and letting me know, i am likeing very mutch fuze
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And now i am making a world map, I want this game to became some sort of rpg
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So i added color and reworked the graphics because i wanted some more features, now instead of working with characters, it works withs tiles, and this allows me tio reuse characters for different things rather than purposing every character for a specific use, with that i also added colors, here is a quick look at it in handheld mode
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Nice work!
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Now i am about to add strctures made of multiple tiles, i have to figure it out a bit
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Dude this looks awesome... I can't wait to try it.
"welcome to the text world" hahaha..
Being there makes me feel... out of character...
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i was experimenting with optimizing the text drawing and i saw that fps meter takes quite a lot of cpu time, the game is mutch soother when it's disabled.
@dave any way simple way of calculating fps only or display it only in the debug info?
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@ITzTravelInTime i have an fps calculator function in pacman which i will share when I get home later.
i also have a profiler function which may be useful
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@MikeDX Thank you, you can also add me as a friend my code is SW-6620-3252-4535
I will also share my work when it will reach the state of "complete enought to be a demo"
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Beautiful house. This is so cool...
Now do a castle!!
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Ooh - a cathedral please, and an under water temple er.. and Norway, fjords and all.
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For now i am making a prototype map with a text based forest in which there are a river and a small village + some messanges inside the game world
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Today was spent on optimization, now the screen drawing work with an enless loop and the inputs are cheched using a timer scheduled regurally, all of this avoid the game being uplaybe if the framerate is too high or too low
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@ITzTravelInTime Why can't you just synch everything to Update()?
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@Nisse5 I am doing this because i want the game to run at the maximum framerate and the controls to be at the same speed reguardless of the framerate, and so keeping all this stuff into the game cycle will mean that the player moovement will depend on framerate and so it can suffer from speed or syncronization issues and in this way it will be also hard to time correctly, that's why i want with this route, it's simple to keep everything timed correctly while having the best performance
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And i found a bug with timers, which causes FUZE to crash, i created a thread into the bug reports if you are interested
https://fuzearena.com/forum/topic/165/timers-produce-wired-errors-and-also-some-fuze-crashes