vaylen Posted April 27, 2008 Share Posted April 27, 2008 (edited) I had a chance to spend some time with the guys who made Diablo 1 and 2. They used to be Blizzard North, but are now a company called Flagship. My suspicions were confirmed that indeed it was GATEWAY TO APSHAI (and a healthy dose of Rogue) that was the inspiration for their randomly-generated dungeon crawl. If you have a chance to play GATEWAY TO APSHAI by EPYX I strongly suggest you try it. It is not at all like the Temple of Apshai games, which are very little like Diablo. It can be had on cart for only $4.99 on eBay right now (no, I'm NOT the one selling it, wise guy). http://tinyurl.com/6ml5py -enjoy Edited April 28, 2008 by vaylen Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted April 28, 2008 Author Share Posted April 28, 2008 As Kaz kicked my ass with his title screen work (really evilish... ) I am going back into coding mode... so... I will rearrange the code basis to become more "multiplatform" and will explore (again) 3d iso plus scrolling. The only issue what kept me away of scrolling was actually the item generator as the items are stored on "screen coords". so i will implement "world coordinates" and will try to have a linked list for the items. Anybody experience with linked lists? This would enable the player to leave loot on the floor while exploring the tower floors... but not sure what happens when you have f.e. 64 items spread over the floor how long it takes to scan through the list... Quote Link to comment Share on other sites More sharing options...
Rybags Posted April 28, 2008 Share Posted April 28, 2008 Maybe split up the "world" into more managable segments, so there's less checking to do. Tile-size, quarter screen size, whatever? Have tables for each segment which contain the world co-ords and object description, flags, whatever. Then, a given table only needs to be looked at if the viewport moves over it. That system might become a bit memory hungry, though. Another alternative might be some sort of stack structure, where objects can be added and deleted. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted April 28, 2008 Author Share Posted April 28, 2008 checks will be done on a tile basis. but this is an interesting idea... http://cadaver.homeftp.net/rants/scroll.htm Quote Link to comment Share on other sites More sharing options...
Rybags Posted April 28, 2008 Share Posted April 28, 2008 Are you planning on having the game as a scroller now - or will it be flipping screens? I guess that choice would have a large bearing on whatever method you choose. I had a quick look at the rant - sounds a good idea having "actors" and fixed world objects and changing between the two when needed. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted April 28, 2008 Author Share Posted April 28, 2008 still not sure if flip or not... the good thing is that the "engines" are separated, so item generator, combat system, pick item, draw room... Quote Link to comment Share on other sites More sharing options...
Kaz atarionline.pl Posted April 29, 2008 Share Posted April 29, 2008 (edited) Hi Kaz, Is there any bin available? gretings walter It is available now... See attachment. BTW: Heaven, I'm really happy you came back to BE project. I want to play this game! Beyond_the_Evil.zip Edited April 29, 2008 by Kaz atari.online.pl Quote Link to comment Share on other sites More sharing options...
gambler172 Posted May 17, 2008 Share Posted May 17, 2008 Hi Kaz Thanx. greetings Walter Quote Link to comment Share on other sites More sharing options...
gorgh Posted January 18, 2020 Share Posted January 18, 2020 any news about this game? is it abandoned forever? 2 Quote Link to comment Share on other sites More sharing options...
pseudografx Posted January 18, 2020 Share Posted January 18, 2020 Oh, what a necro bump Anyway, I'd love to see this project revived. 3 Quote Link to comment Share on other sites More sharing options...
miker Posted January 18, 2020 Share Posted January 18, 2020 Seconded! @Heaven/TQA Any chances? 2 Quote Link to comment Share on other sites More sharing options...
Mathy Posted January 18, 2020 Share Posted January 18, 2020 Thirded! Sincerely Mathy 1 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 18, 2020 Author Share Posted January 18, 2020 Haha.... 2020... promised.... after Revision Party... 2 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 18, 2020 Author Share Posted January 18, 2020 ok... still got the source folder... and had a go... in the charbase and softsprite version... haha...hey... its somehow still fun... puh... even remembered the keys... fire to fight, C for character screen, I for inventory.... and picking up loot with walking over and fire... c64g.prg sprite10.xex Kaz_Beyond the Evil04.xex beyond3.obx 10 2 Quote Link to comment Share on other sites More sharing options...
gorgh Posted January 21, 2020 Share Posted January 21, 2020 would be great to see this game being finished, I realize it's huge amount of work, but the preview is so promissing Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted January 22, 2020 Author Share Posted January 22, 2020 18 hours ago, gorgh said: would be great to see this game being finished, I realize it's huge amount of work, but the preview is so promissing Not so much work... for first real playable version it’s more like fixing the damned soft sprite bug (ghost trash) 1 Quote Link to comment Share on other sites More sharing options...
+Philsan Posted September 21, 2020 Share Posted September 21, 2020 @Heaven/TQA, this new C64 game (an enhanced version of a type-in game) reminded me Beyond Evil: Infos: https://www.commodoreplus.org/2020/09/el-castillo-del-dragon.html?m=1 2 Quote Link to comment Share on other sites More sharing options...
JamesD Posted September 22, 2020 Share Posted September 22, 2020 On 1/22/2020 at 2:24 AM, Heaven/TQA said: Not so much work... for first real playable version it’s more like fixing the damned soft sprite bug (ghost trash) If I remember correctly, it was leaving the sprite data on screen under certain conditions. It shouldn't be horrible to debug. It would have to be in the erase code. An erase is either getting skipped, or it's erasing the wrong location. The former might be due to different directional logic, collision, etc... The latter could be due to erasing the wrong object, or the object's new location rather than the old one. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted September 22, 2020 Author Share Posted September 22, 2020 2 hours ago, JamesD said: If I remember correctly, it was leaving the sprite data on screen under certain conditions. It shouldn't be horrible to debug. It would have to be in the erase code. An erase is either getting skipped, or it's erasing the wrong location. The former might be due to different directional logic, collision, etc... The latter could be due to erasing the wrong object, or the object's new location rather than the old one. Yes... and me now several years more experience in assembly Quote Link to comment Share on other sites More sharing options...
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