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ZXodus][Engine

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boriel

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Posts: 1463

Joined: Wed Nov 01, 2006 6:18 pm

Location: Santa Cruz de Tenerife, Spain

Post Wed Oct 09, 2013 8:02 am

Re: ZXodus][Engine

LCD wrote:So it cannot be modified for another machine just by patching the code of the engine a little with few POKEs?

Off topic: Happy Birthday, LCD! ;)
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LCD

Posts: 596

Joined: Fri Feb 13, 2009 3:11 pm

Location: Vienna, Austria

Post Fri Oct 11, 2013 5:48 am

Re: ZXodus][Engine

boriel wrote:
LCD wrote:So it cannot be modified for another machine just by patching the code of the engine a little with few POKEs?

Off topic: Happy Birthday, LCD! ;)

Thank you very much :)
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ardentcrest

Posts: 94

Joined: Fri Oct 11, 2013 5:19 pm

Post Fri Oct 11, 2013 5:24 pm

Re: ZXodus][Engine

How will this differ from the 2011 ZXodus Engine And could the magic be replaced with something more Si-fi for a space type game
I'm always on the chat or facebook.
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boriel

Site Admin

Posts: 1463

Joined: Wed Nov 01, 2006 6:18 pm

Location: Santa Cruz de Tenerife, Spain

Post Tue Oct 15, 2013 9:01 pm

Re: ZXodus][Engine

ardentcrest wrote:How will this differ from the 2011 ZXodus Engine And could the magic be replaced with something more Si-fi for a space type game

My English might be far from perfect, but this question seemed like a spam-bot automated post to me. :?:
To the users: flag / ban has been enabled now in the forum. The server keeps being severely attacked almost daily.
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LCD

Posts: 596

Joined: Fri Feb 13, 2009 3:11 pm

Location: Vienna, Austria

Post Tue Oct 15, 2013 9:50 pm

Re: ZXodus][Engine

ardentcrest wrote:How will this differ from the 2011 ZXodus Engine And could the magic be replaced with something more Si-fi for a space type game

The older version was compatible with 48K and was only for enhance colour resolution to 8x1. No Dungeon tiles and no NPC controls. All features stated in first post are completly new. As for magic: We must wait for the first release. Maybe the magic can be changed into hacking/Telepatic abilitys, but nothing stops you from writting own SciFi "magic" routines.
I myself hope that Zxodus ][ will be modular. I have a nice game idea to use Zxodus ][.
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boriel

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Posts: 1463

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Location: Santa Cruz de Tenerife, Spain

Post Tue Oct 15, 2013 9:52 pm

Re: ZXodus][Engine

So the question was made by a human. Ok. :mrgreen:
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LCD

Posts: 596

Joined: Fri Feb 13, 2009 3:11 pm

Location: Vienna, Austria

Post Tue Oct 15, 2013 9:56 pm

Re: ZXodus][Engine

boriel wrote:So the question was made by a human. Ok. :mrgreen:

I think so. But who knows, maybe I'm a bot myself and don't know about it, thinking, I live as a human :D.
The ban flag sounds like a good idea, but wait for the adverts of chinese addidass shoes before you use it.
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boriel

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Posts: 1463

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Location: Santa Cruz de Tenerife, Spain

Post Tue Oct 15, 2013 10:09 pm

Re: ZXodus][Engine

LCD wrote:
boriel wrote:So the question was made by a human. Ok. :mrgreen:

I think so. But who knows, maybe I'm a bot myself and don't know about it, thinking, I live as a human :D.
The ban flag sounds like a good idea, but wait for the adverts of chinese addidass shoes before you use it.

:lol: :lol: :lol:
Surely you already know, but just in case: You can flag only a message (not ban). This will only mark (to me and others) a potential spam msg. This way, if someone detects / suspects a spam message this will make it easier for me (or any other volunteer) to detect the message and delete it (fortunately, the other countermeasures are working very well, so the amount of spam is very small).
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LCD

Posts: 596

Joined: Fri Feb 13, 2009 3:11 pm

Location: Vienna, Austria

Post Wed Oct 16, 2013 12:07 am

Re: ZXodus][Engine

boriel wrote:
LCD wrote:
boriel wrote:So the question was made by a human. Ok. :mrgreen:

I think so. But who knows, maybe I'm a bot myself and don't know about it, thinking, I live as a human :D.
The ban flag sounds like a good idea, but wait for the adverts of chinese addidass shoes before you use it.

:lol: :lol: :lol:
Surely you already know, but just in case: You can flag only a message (not ban). This will only mark (to me and others) a potential spam msg. This way, if someone detects / suspects a spam message this will make it easier for me (or any other volunteer) to detect the message and delete it (fortunately, the other countermeasures are working very well, so the amount of spam is very small).

Yes, I saw the little /!\ Flag for marking messages and will use this if nessesary.
Wait... Was not Roger Jowett already here? :D
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LCD

Posts: 596

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Location: Vienna, Austria

Post Wed Oct 16, 2013 9:17 pm

Re: ZXodus][Engine

Hi Boriel, I just got a Visitor Message on WOS from ardentcrest

Hi sent a post about your boride on boriel.
I'm am not a bot

Okay, so you can assume, he is not a bot...
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cheveron

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Posts: 71

Joined: Sat Dec 11, 2010 11:22 pm

Post Thu Oct 24, 2013 5:17 pm

Re: ZXodus][Engine

ardentcrest wrote:How will this differ from the 2011 ZXodus Engine And could the magic be replaced with something more Si-fi for a space type game

Sorry for taking a while to reply, I keep forgetting to check the forum. The original ZXodus Engine was a simple 8x1 color tile engine. The ZXodus][Engine is a full RPG engine. With very little programming effort you will be able to create quite complex games that look visually stunning (for a Spectrum). You'll still need to do a ton of storyboarding to come up with something people want to play. The whole engine is very modular and the magic system could easily be replaced with psionics for a sci-fi setting, or left out entirely. The standard 2D and 3D tile sets are for typical fantasy mediaeval settings so you'd need to create a new tileset if you wanted to say replace the 3D dungeon with a space ship. The engine could certainly handle it though. Creating a game with the ZXodus][Engine will require the following steps:

  • (Optional) Create a 2D tileset in ZX-Paintbrush
  • (Optional)Create a 3D tileset in ZX-Paintbrush
  • Create the music in Vortex Tracker II and convert to P3X format (ZXodus native sound format)
  • (Optional)Create the sound FX in Shiru's BeepFX engine
  • Create the 128x128 world map in the Tiled editor
  • Create the sixteen 32*32 town maps in the Tiled editor
  • (Optional) Create the 9*9 encounter maps in the Tiled editor
  • Create the NPC conversation trees in a text editor.
  • Create the game logic in Boriel's BASIC

Here are the links:
http://www.zxmodules.de/zxpaintbrush/zx ... frame.html
http://bulba.untergrund.net/vortex_e.htm
http://shiru.untergrund.net/software.shtml
http://www.mapeditor.org

You'll be able to reuse the default tile sets and sound fx in your own games if you want to. The ZXodus][Engine takes care of all the annoying stuff like dealing with 128K paging and actually loading the data in the first place leaving you to concentrate on storytelling. Given the limits of the engine that should be enough for you to begin storyboarding if you're sure the engine meets your requirements. However, expect it to be quite a while before it is finished as I have a lot of work to do.
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cheveron

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Posts: 71

Joined: Sat Dec 11, 2010 11:22 pm

Post Wed Nov 06, 2013 10:30 am

Re: ZXodus][Engine

Just a quick update to say that I've now completed the majority of work on SE Basic 4.1. There are some bugs that need fixing but my coding attention will soon move on to finishing ZXodus2.
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cheveron

User avatar

Posts: 71

Joined: Sat Dec 11, 2010 11:22 pm

Post Wed Nov 13, 2013 11:27 am

Re: ZXodus][Engine

Coming soon … RedBox.
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ardentcrest

Posts: 94

Joined: Fri Oct 11, 2013 5:19 pm

Post Wed Nov 13, 2013 8:26 pm

Re: ZXodus][Engine

Do you have a site cheveron
I'm always on the chat or facebook.
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cheveron

User avatar

Posts: 71

Joined: Sat Dec 11, 2010 11:22 pm

Post Thu Nov 14, 2013 12:23 am

Re: ZXodus][Engine

ardentcrest wrote:Do you have a site cheveron


Just facebook.com/chevs.stuff (where you can see a picture of an early version of RedBox).
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