Author Topic: Hallowmaze  (Read 4511 times)

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Offline SMcNeill

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Hallowmaze
« on: October 23, 2018, 05:22:53 pm »
A little game I'm tossing together for Halloween.  At the moment, it's nothing more than the intro screen, what the hey -- maybe somebody just likes intro screens and want to take a look at this one!  :P

More actual game to come, as I work on it over the next week or so....

Game archive found here:  https://www.dropbox.com/s/og5ukisj6h8vv3h/Hallowmaze.7z?dl=1

(Hallowmaze.bas is the file you'll want to compile, and you'll want to check "Save EXE to source folder" in the QB64 IDE run menu first.)
« Last Edit: October 24, 2018, 04:46:40 am by SMcNeill »
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Offline bplus

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Re: Hallowmaze
« Reply #1 on: October 23, 2018, 05:35:18 pm »
Great picture and music! What is the music from?

Offline SMcNeill

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Re: Hallowmaze
« Reply #2 on: October 23, 2018, 05:43:13 pm »
Royalty free web search for "creepy Halloween background".  I'm afraid creating music is not one of my personal talents. 
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Offline SMcNeill

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Re: Hallowmaze
« Reply #3 on: October 24, 2018, 04:51:24 am »
The movement routines are now working, as is basic mob and hero placement on the map.  Maps are going to be centered around the hero, and scale by how much of the map the hero can see.  Torches will only give a 3 unit view, lanterns a 5 unit view, and so on... 

Right now, the map is scaled to a nice 5 unit view to help the user get adjusted to the intro operations, but I can adjust that with just a twitch of the settings at any time, for any map.  :D

More to come...

(Link above updated with latest version.)
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Offline Petr

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Re: Hallowmaze
« Reply #4 on: October 24, 2018, 10:27:36 am »
Good Job, Steve. Just for info - after running your original EXE file (without compiling new one in ide) i give this message and first screen is not visible, just next, sound play not.  After compiling new exe file, program start with sound and first screen (menu) and run right.


sound.JPG
* sound.JPG (Filesize: 59.23 KB, Dimensions: 1042x758, Views: 395)