The first episode of an action platformer called Rex Solar has been released. It is a game set in a retro-futuristic setting inspired by games like nuke Nukem and comics like Flash Gordon. A scientist and athlete must rescue humans from aliens.
Primal
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Continuation from https://itch.io/t/1105802/advance-battle-robot-personal-challange
Old post got archived (very annoying)
This is part of my personal challenge to create a simple game and the create variations of the game in different Programming Languages/Dialects. I am doing this out of curiosity to see what it takes to create the same thing in various languages and get the same game running on different platforms. My initial idea was always to make exactly the same game but I thought it would be more interesting if I made some changes to each version. Different enemies and advancing the plot a little bit each time.
I The C++ version finally ready. It was made with Simple fast media layer. Unfortunately I never managed to get the hang of it so this is the ugliest version with no sound. I provide only a Linux binary because I had not time to compile it for windows.
Linux binary: https://drive.google.com/drive/folders/1-htWVpOBkMtHW1xs6w_xsNUUQ47Zzy37 Source code: https://github.com/fildubek/abr/tree/main/05c++
https://fildubek.itch.io/tuxvsyeti
A game inspire by Donkey Kong, Donkey Kong Gameboy and Mario vs Donkey Kong
Source Code: https://github.com/PrimalCoder/tuxvsyeti
After a long time I added a fourth level to the game. This is a smaller level than the previous ones. I also made several fixes to the gameplay in the previous level, should be better now but there still room for more improvement. Level 2 has a weird bug where tux dies for no apparent reason near the end. In Level 3 and 4 tux is to big in comparison with level 1 and 2. That needs to be fixed in the future.
Another version is done! :) This time advance battle robot is written in Qbasic. I used the modern QB64 compiler to write this version. QB64 is a open source compiler for Window, Linux and Mac Os X and it is something like 99% compatible with original Qbasic. I also used Dosbox to run the original Qbasic and check if my code is compatible. Writing the game in Qbasic was rather easy, since qbasic contained all the functionality i needed to create the game, such as support for drawing the lines and and generating sounds. The only inconstancy I faced between QB64 and Qbasic was the Paint command that is used to fill and specif area of the screen with a color. In QB64 the command used 3 parameters and a fourth optional one, but in Qbasic it needed all 4 parameters to run. After finishing the game I used QB64 to create executable files for Linux and Windows. Then I thought it would be fun to create an executable file for Dos. Since Qbasic can not compile the code, only run it. I used Quick basic in dosbox to compile the code for dos, it should also run under OS/2 according to Quick Basic but I have not tested it. Finally I noticed that there is a mac version of quick basic that runs on Mac Os 4 to 7, so I downloaded an Mac emulator and managed after a while to get quick basic running on it. Unfortunately the were compatibility issues and some of the commands were not recognized from the Mac quick basic and I was unable to compile the game.
Gameplay wise everything works with the keyboard like all previous version except the C version. This time there only 1 enemy boss robot that changes it weakness after every hit instead of 3 robots.
Next time a return to C but this time with 2 lovely pluses in C++
So here a link for google drive with all the compiled files Linux, Windows and Dos.
https://drive.google.com/drive/folders/1vkmuu4hPc9V64KXKtPc3Cw0M8AELCGNg?usp=sha...
After the not so smooth process of coding the game in C. In the Python version everything went very smoothly.
I used the PyGame libraries for everything, to draw the lines, write text using fonts, no problem at all with the fonts here in contrast with C and SDL, so this time the game is again played only with the keyboard like the web version and not with menus and the mouse like the c version.
I did not draw a target on the enemy this time because it was distracting only.
I used cxfreeze to build binaries for Windows and Linux so you simply download the and play. I might add a raspberry pi version in the following days. The hint page has been updated for this version of the game.
Next version it is back to the basics with qbasic and qb64
Finally Part 2 of challenge is done and the C version is released. At the moment there is only Linux binary available for download, it requires Simple DirectMedia Layer to be installed on the System. This version is quite different, using mouse driven menus instead of keyboard.
Analysis
So this was a lot more difficult than I thought. The first Problem that I faced was which library should I use to draw the graphics. Most online tutorials recommended to use the graphics.h library, since it is easy to use. The problem was I wanted the code to run both on Linux and windows but unfortunately even though there some Linux implementations of the library, I could not get them to worked at all, with exception of one worked but it kept crashing after a few seconds with a long list of errors. After several hours trying to debug it I gave up.
Next try was the Allegro Library. This looked very promising and was cross platform but I had problems getting to display text with fonts properly, so eventually I gave up on that also. Then I remembered SDL so I switched to that, SDL is also a cross platform library. So I started to working with that on my Linux system which is my main system. I managed draw the graphics easily with SDL. But when I tried to display text, again it did not work properly, not sure this kept happening bot with Allegro and SDL. This time though instead of trying out something different again, I came up with a work around, so instead of text directly on the window, I used menus to display the text info and instructions. The resulted a big change in the gameplay of the game and instead being a game that is using the keyboard for commands, it now uses mouse controlled menus for everything.
Next was the sound, I found on stackoverflow a good example on how to generated sound with SDL, so I did not need to find another Library for sound generation. I adapted the code I found for game and soon afterwards I had a fully working version of the game I had initially written in Javascript, now in running in C.
Then it was time to compile it for windows, since I used cross platform libraries, I did not think I would face any difficulties. I was wrong, when I tried to compile the code, there were several errors. All errors were related to the sound generation code I took from stackoverflow. So took another close look at it and found that I previously had not noticed that it had some C++ code it that was not compatible with C.
No idea why I had not issue compiling it on Linux. Anyway after a while I figured out how to modify the code to work with a C compiler. Now the these error where gone on windows but new errors came up. Even though the compiler could find the SDL library, it could still not use it for some reason. At that moment I temporary gave up on releasing it on Windows. Instead decided to release the Linux binary and the source code and take another look at the windows problem another time. This is why at the moment there is only a Linux binary available.
Next version part 3 we will see if Python can bite.
Thanks for your comment. You bring up some valid points:
1. Yes it enlarged robot face. It supposed to be a zoomed in view of the enemy robot. Basically this is done so I do not have to draw the whole robot.
2. The target is only for decoration. You cannot move it. Basically what you have to do is look on the enemy robot for a symbol/s it can small or big. This symbol/s represents a number. For example it could be an X for the Latin numeral 10, in that case the correct answer would be missile 10 or could be something else like Morse code. It needs a bit of thinking to find the correct solution.
3. I need to make changes so that it is clearer that the bars are health.
A Simple game that is made entirely from code only. No external graphics files not external sound files. Graphics are drawn sounds are generated.
Try to find and decode the weakness on the enemy robot, then choose the correct missile to attack.
This is part of my personal challenge to create a simple game and the create variations of the game in different Programming Languages/Dialects. I am doing this out of curiosity to see what it takes to create the same thing in various languages and get the same game running on different platforms. My initial idea was always to make exactly the same game but I thought it would be more interesting if I made some changes to each version. Different enemies and advancing the plot a little bit each time.
This Version is made with Javascript+Html+Css
I chose to start with Javacript because I am very familiar with and html canvas is very easy to use together with JS . This made it easier to create what I wanted. Still I had to do some research on how to generate sound, which I had never done before.
Each version will be different and unique but will have similar gameplay.
next version I will see what c can do.
source code:https://github.com/fildubek/abr/tree/main
The second level for Tux Vs Yeti is now ready. This Level is more of an original level than a recreation of classic Donkey Kong level, in contrast to the First level that was a recreation of the First Donkey Kong Level from the original game.
The goal of this Level is to climb ladders and to jump from platform to platform, avoiding flame enemies until you reach the Giant switch and Jump on it, by doing so you will release the Python snake friend from it's prison bubble.
This Level also uses music from the SuperTux game, where the first Level uses new music from opengameart.org
Enjoy
Added Animations for tux. Walking, Jumping, Ducking and climbing for Ladders, all animations come from the game Super Tux that can be found at https://www.supertux.org/
https://fildubek.itch.io/tuxvsyeti
A game inspire by Donkey Kong, Donkey Kong Gameboy and Mario vs Donkey Kong
Source Code: https://github.com/PrimalCoder/tuxvsyeti
https://fildubek.itch.io/cavern-explorer
I released a new platformer game called cavern explorer. The game is inspired by the old pitfall game.
The game will be an easy game,with infinite lives. It will not have kind of enemies, only traps and natural hazards that you need to
avoid or overcome.
The Game is finished and released!
Source Code: https://github.com/PrimalCoder/CavernExplorer