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Cyningstan

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A member registered Nov 10, 2019 · View creator page →

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I had a quick play with this and want to play it more. I saw a key card on the floor but don't see any controls above for picking it up. Is it possible to pick up items yet?

Thanks for the kind comment!

The menu system is inspired by that of Battle Isle 2, holding fire while selecting the option. Since the default is context sensitive, it means you can just tap fire to do the most likely option (move when pointing to an adjacent empty square, heal when pointing to an adjacent injured colleague, attack when pointing at an enemy, etc). But the shortcuts are useful when the thing you want to do *isn't* the default option.

This particular game is just a proof of concept for the tactical combat engine. I hope to make other games in the Star Cadre series with a variety of campaign modes. So in future you might be able to take Medic Usteme's career further.

Thanks! I'm intending to buy the digital version of the whole next issue once it's out. I bought issue #002 and I'm enjoying that at the moment.

Cool, thank you! I look forward to BrewOtaku #003 coming out!

Some examples from the early CGA era might be good candidates to DOS-ify the project a bit more. Bouncing Babies and Sopwith come to mind, with their simple mechanics. Although Spacewar is older than DOS, the DOS version is well regarded. I'm sure there are some obvious DOS exclusives I've forgotten.

Thank you! I'm glad you enjoy it.

Yes, there are only five keys for Barren Planet... or seven if you count the choice of Control, Enter or Space for Fire. I *should* have added shortcut keys to it, but that didn't occur to me until after it was released.

Thanks! But it looks like you confused Barren Planet with Ossuary - these are the Ossuary keys :-)

Thank you!

Thanks! I thought it was about time to add the alpha keys, now I have a Book 8088. The new controls have been quietly retrofitted to the version in CGALIB itself now.

Your son sees snowmen, I see weird looking ghosts (especially in the thumbnails).

That's looking really good! I'm glad you're finding CGALIB useful! In my latest update I forgot to expose the screen attributes too, but it's relatively simple to do. I'll probably get around to that once another update is necessary.

The new bitmap editor is still a bit limited (24x24 tiles, and only 24) because it's really only there to get people started. Your own is probably better for your purposes. For my own projects I'll probably continue using The GIMP to make screen-sized collages of bitmaps and writing a bespoke asset maker for each game to grab the bitmaps.

I'm looking forward to seeing where your RPG project goes.

I especially appreciate the support for MDA. My first PC was briefly MDA, until I upgraded it to Hercules. I'd have loved it back then, since the games I could play were few and far between.

You've got the gist of the game. It's a remake of a traditional robot chase game from the 1970s or 1980s. Get all the robots on each level to destroy themselves, teleporting only when necessary to survive. Once all the robots are trashed, you go on to another level with more robots. Eventually you will die, in true 1980s game style. The doors and terminals are for decoration only.

I've tried other palettes but settled on this one (with a red background instead of the usual black) as I find it a bit more attractive than the default black/white/cyan/magenta. The Barren Planet or Team Droid palettes would be better but I'm trying to use a different palette for each game I release. There's always the monochrome option if you don't like the colours :-)

Thanks! There's not much additional functionality in this version (only the alphabetic movement keys), but it's certainly handy for people to download and play as a single .com file.

Thank you! I'm glad you're enjoying it.

Thank you! I'm glad you enjoy it.

Thank you!

Looking at these screenshots makes me feel excited for the game. I'm planning to make something similar one day, but with a very different art style. Good luck with it!

I hope you enjoy the levels! :-)

Thanks! Tiny BASIC is a good subject for a first attempt at an interpreter or compiler, which is why I think there are so many implementations old and new. The only disappointing thing is that there isn't a bigger library of programs for it, given that it's been around in one form or another since the 1970s. I'll go an have a look at those discussions now.

https://cyningstan.itch.io/team-droid


Ah I see, thanks. So it just looks like I've been unlucky enough to be hit every time I tried it!

I especially love the ancient mythology theme, it makes a nice change from the usual Tolkienesque fantasy theme that you usually see with this kind of game.

This looks really interesting! I've had a quick play with it and have a question: when I press 1 to advance up the track, it doesn't advance but just passes my turn and my power bar disappears. The monster can then attack me and then I have to start raising my power bar from the bottom of the track again. Am I misunderstanding the purpose of "advance"?

Thanks! I'll be doing lots of testing over the next couple of weeks, so hopefully it'll be ready for release soon.

Thanks, woodsmoke! I'm quite pleased with how the palette turned out.

Thank you, Lucius! I hope you're enjoying the game. Unfortunately there's no save game feature. The games tend not to last very long so I didn't think it necessary at the time. If I write a more ambitious dungeon crawler in the future then I'd definitely include saved games, though!

Definitely me! I've been looking forward to joining a month-long DOS game jam since I just missed the last one.

Ossuary


This is a cute little game! I'm terrible at it, but enjoyed exploring what little I could reach.

I miss those type-ins from the books and magazines. They gave me lots of inspiration.