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flanimal
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PostPosted: Sun Jun 17, 2012 11:29 am    Post subject: Reply with quote

Thanks for doing the professional job on TTC, it's much better than my bodged version. I'm loving the new tune.

Nice to hear that you have been working on Escape from Zaphod. One tip that I would have for you is to be aware that global condition 1 works differently from all other global conditions, in that it only gets executed once at the start (or restart) of the game. What's more, the engine changes the MODE to WALK after executing this global condition 1, so if you wish to change the mode from the outset, it will have to be put somewhere other than global condition 1, preferably in conjunction with a flag to ensure that it only gets executed once per game.

If I had more time I would be definitely be interested in creating a new C64 3DCK game, I think I definitely have another one in me. I foresee potential now to perhaps make the frame rate slightly faster by migrating some routines to zero page with their shorter instructions. And music is now possible, plus I could also use this access to machine code with the available memory to do other light processing, such as utilisation of sprites in the border (for a graphic inventory for example). Intercommunication between the Freescape Command Language and machine code could be easily achieved by accessing the FCL variables, as variable 0 onwards is located at hex address 4404 onwards.

For instance, right now I could easily add a bit of FCL to detect whether the key 'M' (for music) is pressed, and an FCL variable flag could be toggled. This variable address could then be read by the machine code to determine whether the music routine is to be called or not. So pressing 'M' during the game would toggle the music on and off. Smile

After further examination of the memory in a standalone game, I reckon there is a whopping amount of memory which is not used by the game. There is compiler code that is not used, possible editor code that is not used, sprite graphics that are not used... I reckone there's a good 16K or more of unused memory! Perhaps this was a lazy port from the Spectrum 48K version Surprised

I can't tell you how dumbfounded I am that they didn't make use of the zero page memory for faster processing. Especially considering this is the last commercial release of Freescape, which would have been refined bit by bit through the games Driller, Dark Side, Total Eclipse I&II, and Castle Master I&II.
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PhilEdBoyce
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PostPosted: Sun Jun 17, 2012 11:58 am    Post subject: Reply with quote

[quote="Richard of TND"]
flanimal wrote:
I heard you had problems adding music to The Time Crystal. Here's a version with music for you. A different tune has been added to this game. It's one of my old tunes I wrote back in 1999. Seems to fit the theme quite well Smile

http://tnd64.unikat.sk/temp/timecrystal.zip

Wow! This is brilliant news! I'm on my iPad at the mo so I'll boot up the old laptop later and download this and give it a go, very excited to hear it!

I'm currently working on a new game, taking my time more with this one though. I'm not saying I rushed TTC all those years ago, but I was a teenager and eager to see the finished article released. I'm taking time designing and building and testing so I'm hoping to achieve a very playable and enjoyable Freescape game.

I'd definitely be interested in putting music into at a later stage when it's nearing completion, and flanimal, your idea of toggling the music during play sounds great too! I'm really wanting to go "all out" on this new game and finding out about all these cool new things is really exciting!
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Richard of TND
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PostPosted: Sun Jun 17, 2012 7:26 pm    Post subject: Reply with quote

Hopefully by the weekend I should have my first ever 3DCK freescape game ready for release. I created 2 more rooms today, and also updating the local conditions (Can't be asked to use General conditions) Wink.

Any ideas how to prompt (Press Return) after game over?
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flanimal
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PostPosted: Sun Jun 17, 2012 10:45 pm    Post subject: Reply with quote

Richard of TND wrote:
Any ideas how to prompt (Press Return) after game over?

Glad to be of help Richard.

Variable 121 contains the Current key pressed (ASCII), so it contains value 013 when return is pressed.

I suggest that you create a new end of game area, completely devoid of any objects so that everything is black. Then, as your first GLOBAL CONDITION Wink , create GLOBAL CONDITION 2 and enter

CMPV <end game value> <end came variable>
IFEQ
THEN
SETV 0 <end came variable>
GOTO <End game area>
END

And in this new end game area, create local condition
COLOR <colour>
PRINT <"PRESS RETURN">
CMPV 13 121
IFEQ
THEN
ENDGAME
END

Note that I omit the ENDIFs to save a couple of bytes, as they are redundant in these two cases.

Beware that PRINT tends to alter screen colour attributes of the 3D window or the border itself. There are various solutions non of which are perfect. I think the 3D KITGAME makes use of a special C64 text variable to fix the colour attributes, but I never mastered that, so I just printed to a black area on the border.
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PostPosted: Sun Jun 17, 2012 11:44 pm    Post subject: Reply with quote

Hmm... interesting. Do you think it'd be possible to programme in to the game the ability to load another programme into memory once that return key is pressed? Like a game completion demo for example? As I'm wanting to add an intro and outro to my new 3DCK game but how to load in the outro once the game is finished is something I was going to have to look into.

(oh and flanimal, I was sitting down to FINALLY get back to your emails tonight but time got away from me, I'll get back to you in the morning)
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PostPosted: Mon Jun 18, 2012 12:08 am    Post subject: Reply with quote

No worries about the delay Phil.

I don't know about loading from machine code, but I have been thinking in my mind that with over 11K of available memory, it would be possible to stash 2 other 3DCK game datas in memory, and transfer them using a trigger. Thus the game could have a part A and a part B and a part C.

(Don't tell that to Richard as he is just finishing off his game! Wink )
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Richard of TND
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PostPosted: Mon Jun 18, 2012 9:34 am    Post subject: Reply with quote

I have reorganized (and typed in) all of the updated messages for the game. Since time's short today, and I'm off to work shortly. A death scene has been created. I can't really do much in the conditions editor right now, but I am hoping to work on those later on tonight (After I get home about 8:45pm or so) and possibly more tomorrow as well.

There won't be any need for a Load/Save function for this game as it's pretty short anyway - especially for my first ever 3D construction kit game Wink
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PostPosted: Mon Jun 18, 2012 9:23 pm    Post subject: Reply with quote

Good look with the creativity. My technical notes on ACIH are available at 3dconstructionkit.co.uk under the C64 data section, if you wish for some food for thought or inspiration for 3DCK possibilities. ACIH was my second game, so I had learned how to use 3DCK reasonably well from the outset of the game, plus I had the pooled wisdom from the fanzine to lean on.

When I first got the kit, I tried to recreate my own bedroom and house, but it was a disaster - the 3DCK view doesn't lend itself well to small enclosed spaces. Much better to exaggerate the length and breadth of rooms I found.


PhilEdBoyce wrote:
Hmm... interesting. Do you think it'd be possible to programme in to the game the ability to load another programme into memory once that return key is pressed? Like a game completion demo for example? As I'm wanting to add an intro and outro to my new 3DCK game but how to load in the outro once the game is finished is something I was going to have to look into.

Hi Phil,
I only had chance to write a quick reply yesterday because it was late.
Did you try out your TTC with the music that Richard made? It is a great feeling to see your creation doing things out of the box isn't it? Have you thought about getting a C64 emulator for your ipad? I use an Android smartphone, and have installed the free Frodo and Vice emulators.

With regards to modifying the 3DCK game to have an outro, a couple of machine codes could be added to the 50Hz routine to test for a key value in a 3DCK variable, and if it is set, the code could execute some bespoke loading code to load up the outro. If the kernel is mapped in, then I guess that could be used to load stuff. I guess the interrupt might have to be disabled until the loading has completed. Beyond those ideas, it's beyond my technical knowledge. I'm sure that the Lemon community would be able to fill in the gaps though.
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Richard of TND
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PostPosted: Mon Jun 18, 2012 9:41 pm    Post subject: Reply with quote

Sadly no time most of this week due to work life. I'm hoping to do the finishing stages to Escape from Zaphod this Friday and Saturday. If all goes well, it should hopefully be released next week Wink
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PostPosted: Tue Jun 19, 2012 8:13 am    Post subject: Reply with quote

I haven't had the chance to check out TTC with the music yet but I'm dying to! But worked long hours yesterday and have to fill in an application form for a new job this morning before work again today. I'm getting very impatient, so yes it'd be a lot easier to have an iPad-compatible 64 emulator instead of having to wind up my ancient laptop (it really does take up a lot of time to do so, but I will do!).
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PostPosted: Tue Jun 19, 2012 9:39 am    Post subject: Reply with quote

Decided to go ahead and try to get the old laptop up and running. Took a while and I've still an application form to fill out lol, but thanks very much! It's surreal playing The Time Crystal with music now attached but it works so brilliantly! Music is definitely something which'll be part of the new game!
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Richard of TND
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PostPosted: Thu Jun 21, 2012 9:07 pm    Post subject: Reply with quote

My 3D kit game will be finished off tomorrow . Just some minor additions to make.
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PostPosted: Thu Jun 21, 2012 11:17 pm    Post subject: Reply with quote

Richard of TND wrote:
My 3D kit game will be finished off tomorrow . Just some minor additions to make.

Looking forward to seeing this in action! And I bet flanimal is too! Very Happy
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zotz
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PostPosted: Fri Jun 22, 2012 6:46 am    Post subject: Reply with quote

Richard of TND wrote:
My 3D kit game will be finished off tomorrow

thank you for your work
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Richard of TND
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PostPosted: Fri Jun 22, 2012 5:31 pm    Post subject: Reply with quote

Nearly ready now. Just have some docs and stuff to do before it gets uploaded.
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Richard of TND
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PostPosted: Fri Jun 22, 2012 9:25 pm    Post subject: Reply with quote

Escape from Zaphod is Ready now. I have uploaded it here:



http://tnd64.unikat.sk/e.html

There's still room for improvement. I will be happy to contribute the raw and work disk files to the 3D kit web site. Just need to prepare those first. Should be ready tomorrow.
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PostPosted: Fri Jun 22, 2012 11:38 pm    Post subject: Reply with quote

Happy days Richard! I'll crank up the ol' laptop tomorrow and give this a whirl! Can't wait!
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PostPosted: Sat Jun 23, 2012 5:06 pm    Post subject: Reply with quote

Sorry for being away! Richard, I have now played Escape from Zaphod and it is awesome. I can't believe you finished off the game so quickly, it took me months to make my games.

I'm loving the style that you used. The room description reminds me of castle master, and is a great touch. I love the colour schemes and your game is a joy to play - wisely being straightforward rather than having obscure puzzles or awkwardly hidden items like in the commercial Freescape games.

I haven't been able to compete the game yet. I thought I found the card passkey in the [EDIT - removed spoiler], but when I returned to the starting area and triggered the blocked door I was told that I still needed to find a cardkey. I'll play it through again and will pay close attention to the message when I thought I found the cardkey this time.

You even managed to avoid the text bug that plagued my games - whenever I output a message, an unwanted inverse R was placed at the end of my text. I never resolved this, but it looks like you have mastered it immediately.

I noticed a 'feature' in the store room, as the entrance is placed inbetween the doorway and the wall. However it doesn't prevent progress, and adds to the challenge Smile

So Richard, what did you think of the 3DCK? I amazed that both you and Phil are using the tape version of the 3DCK. That sounds epic to me because I know how much need there is to switch between the separately loaded editors.

I like the amount of text that you used in the game. In A Chance in Hell, I was seriously short on free memory and so I stripped down the text to the bare minimum. Did you notice as you added the text that it eats up memory big time?

I'm going to have another play of EFZ now. I think the music that you have chosen is very appropriate for a Freescape game. Thanks again for making Freescape music possible.

I think the C64 is now winning against the other 8bit platforms now - none of the other 8bit games have music, and the C64 has got at least 2 games being developed right now, including EFZ. The Spetrum scene currenly has a 3DCK game in development called Dawn of the Dead. Those 128K speccy and Amstrad owners were so lucky as their 3DCK was a single load that combined both editors.

Richard, if you wish to let other sites host you new game, then Stuart at 3dconstructionkit.co.uk and Cheetah at http://www.commodorecheetah.co.uk/ would be interested I'm sure.

Thanks again for making this game.


Last edited by flanimal on Sat Jun 23, 2012 7:15 pm; edited 1 time in total
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PostPosted: Sat Jun 23, 2012 5:26 pm    Post subject: Reply with quote

thank you. i;m eager to try out yur work
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Richard of TND
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PostPosted: Sat Jun 23, 2012 8:54 pm    Post subject: Reply with quote

flanimal wrote:
Sorry for being away! Richard, I have now played Escape from Zaphod and it is awesome. I can't believe you finished off the game so quickly, it took me months to make my games.

No problem.

flanimal wrote:
I'm loving the style that you used. The room description reminds me of castle master, and is a great touch. I love the colour schemes and your game is a joy to play - wisely being straightforward rather than having obscure puzzles or awkwardly hidden items like in the commercial Freescape games.

I'm glad you liked the style I used for the room description. Yes, after playing 'Castle Master'. I thought that it would be quite a good idea to label each room. The game's pretty much straightforward.

flanimal wrote:
I haven't been able to compete the game yet. I thought I found the card passkey in the [EDIT - removed spoiler], but when I returned to the starting area and triggered the blocked door I was told that I still needed to find a cardkey. I'll play it through again and will pay close attention to the message when I thought I found the cardkey this time.

There's a way around this problem. You can't shoot the button or the door blocking the exit, but there is another method you can use in exactly the same room. I won't tell you what it is. You'll have to work it out for yourself Smile
flanimal wrote:
You even managed to avoid the text bug that plagued my games - whenever I output a message, an unwanted inverse R was placed at the end of my text. I never resolved this, but it looks like you have mastered it immediately.

Hint ... Background colour = black. In the local conditions, to label the name of the room, use as one condition:

TEXTCOL (colour)
PRINT (message) (xpos) (ypos)

and say you hit something to show a comment use:

IFSHOT (object number)
THEN
ADDV (Add Score) (Variable number)
TEXTCOL (colour)
PRINT (message) (xpos) (ypos)
DELAY 200 (Delay for a few seconds)
ENDIF
END

flanimal wrote:
I noticed a 'feature' in the store room, as the entrance is placed inbetween the doorway and the wall. However it doesn't prevent progress, and adds to the challenge Smile

Yep, a challenge it is as well. Smile

Quote:
So Richard, what did you think of the 3DCK? I amazed that both you and Phil are using the tape version of the 3DCK. That sounds epic to me because I know how much need there is to switch between the separately loaded editors.

I think the 3DCK is very good for making your very own 3D worlds. I like the tool, it's good when you use VICE in warp mode to create design your objects inside each room of your game world. Without warp mode, it would have been too slow. I hate the 3DCK loader system. It's mainly because of the constant beep you hear while the black border and green stripes appeared. The Conditions editor is quite awkward to use if you don't write down the objects of what you created. Smile

flanimal wrote:
I like the amount of text that you used in the game. In A Chance in Hell, I was seriously short on free memory and so I stripped down the text to the bare minimum. Did you notice as you added the text that it eats up memory big time?

Yes the amount of text used in a 3D construction Kit game seems to eat up free memory. However, if anyone is writing a game with messages. They best use messages for what objects have been picked up, and also what happens to you (death scene). Smile

flanimal wrote:
I'm going to have another play of EFZ now. I think the music that you have chosen is very appropriate for a Freescape game. Thanks again for making Freescape music possible.

The tune is called "The Apocalypse", which I wrote about 1 or 2 years ago. I felt that this tune would fit the game quite well. Smile

flanimal wrote:
I think the C64 is now winning against the other 8bit platforms now - none of the other 8bit games have music, and the C64 has got at least 2 games being developed right now, including EFZ. The Spetrum scene currenly has a 3DCK game in development called Dawn of the Dead. Those 128K speccy and Amstrad owners were so lucky as their 3DCK was a single load that combined both editors.

Thumbs up to that.

Can you PM me Stuart's email address so I can submit this game along with the raw version to the 3D Construction Kit web site? Wink
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PostPosted: Sat Jun 23, 2012 10:58 pm    Post subject: Reply with quote

Richard of TND wrote:
I'm glad you liked the style I used for the room description. Yes, after playing 'Castle Master'. I thought that it would be quite a good idea to label each room. The game's pretty much straightforward.

Yes, it adds a lot to the atmosphere, because the game puts you in the picture both visually and textually.

Richard of TND wrote:
There's a way around this problem. You can't shoot the button or the door blocking the exit, but there is another method you can use in exactly the same room. I won't tell you what it is. You'll have to work it out for yourself Smile

I look forward to solving this problem and seeing the ending Smile

Richard of TND wrote:
I think the 3DCK is very good for making your very own 3D worlds. I like the tool, it's good when you use VICE in warp mode to create design your objects inside each room of your game world. Without warp mode, it would have been too slow. I hate the 3DCK loader system. It's mainly because of the constant beep you hear while the black border and green stripes appeared. The Conditions editor is quite awkward to use if you don't write down the objects of what you created. Smile.

I think the 3DCK is an incredible achievement for 64K of RAM. But I would have liked them to have supported the full width of the screen for the 3D view, those black side bars in the editor always grinded with me. But overall I think the 3DCK is a remarkable piece of brilliance and I loved every minute of using it.

Richard of TND wrote:
Yes the amount of text used in a 3D construction Kit game seems to eat up free memory. However, if anyone is writing a game with messages. They best use messages for what objects have been picked up, and also what happens to you (death scene). Smile

I absolutely agree. I always thought to myself that the player must be informed what is going on, otherwise they will just be confused and frustrated, and text definitely avoids this. I think Incentive really improved their games in this way from Driller to Castle Master.

Richard of TND wrote:
Can you PM me Stuart's email address so I can submit this game along with the raw version to the 3D Construction Kit web site? Wink

Sure thing.

Oh BTW, a reminder for everyone - holding down the C= in combination with any 3DCK key increases the rate of movement. E.g. O moves forward, but C= + O moves forward faster. Same applies to all movement/turning controls, INCLUDING object resizing/moving in the editor.
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