Bloodwych Remake (HTML Version)

Started by MadMunky, February 03, 2013, 09:15:29 AM

Previous topic - Next topic

0 Members and 3 Guests are viewing this topic.

copse

Quote from: MadMunky on September 12, 2013, 10:57:22 AM
Do you have the link at all, as would be interesting to read
All the Amiga Shoppers have been scanned and uploaded by someone else.  I'm not sure which issue it is, and have failed to locate it, but if you find it let me know.

MadMunky

Well, Happy New Year All...

Anyways.. Why update this old thread.. well after one of the users on here said they wanted to do a HTML version of Bloodwych it made be wonder if I could rewrite my Java version in JavaScript and so the below was born..

http://bloodwych.co.uk/bwhtml/bloodwych.html

Its taken me a few weeks to get this working and its not really doing much but responding to key pressed but its a promising start I think.

I've created a GitHub page for anyone interested in helping (No moaning about the code, I'm not a programming I'm only doing this cause I want to play around and see if its possible)

https://github.com/madmunky/Bloodwych/

Anyways give it ago and let me know what you think, its still buggy and being worked on so will change daily.

Hopefully Matt who gave me the idea will get working on his version which will be far better and figures crossed we will end up with a good HTML Bloodwych Remake...

Hungry Horace

Hi MadMunky

Great to still see you developing Bloodwych.....  I did get your PMs but admit i havent had time to try anything out as yet!

Had a wander around some maps and i must say i'm quite impressed.

Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


furiousuk

Ha ha, will it be much better?

Yours in looking cracking so far MadMunky, I'm worried about the competition!!

MadMunky

Horace: I'm always playing with Bloodwych :)

furiousuk: I'm looking forward to seeing yours, I should be able to get mine as a walkable version (moving around the map and between towers) but when it comes to making animations like scroll book page turning and doing all the timings thats when I think i'll end up getting stuck, but hopefully I should be able to get past that.

Version updated: Banners now have colours, next doors then no more walking through walls :)

MadMunky

Another Update,

I've ripped the Extended Levels into Tower Files and guess what, they load up :)

Push 'L' to switch Towers including the Extended Levels :) (Player gets placed at 0,0 now each time you switch tower) There will be missing objects from the extended levels but for the first times ever they are walk-able on the PC/MAC without an emulator and best of all in a browser..


MadMunky

Slight update,

I now have the game running with a game loop rather than just responding to key events, also added Player 2.

Next is to respond to objects i.e. no more walking though walls :)

MadMunky

If anyone's got any time and able to help I need to start ripping all the monsters/players/items :(

There is a lot as I need them from all angles, I need them placed in a spritesheet


MadMunky

Thought Id just give a quick update to let people know I now have the following working

Pits
Stairs
Wooden Objects

So the levels are now fully walkable, next step is to move between towers.

Hungry Horace

#84
two sets of files that may help....

http://www.ultimateamiga.com/HostedProjects/GamesCorner/TheCryptOfBloodwych/Data/BW_CleanData.zip

full set of 'clean' BW data, maps, object lists, scrolls, etc .... everything you need to be able to fully edit the game :)   ....  i noticed you only have the 'map' files at the moment, so you will need all of this if you want to integrate switches etc.

Also i found a lot of ripped graphics for you. Unfortunately, they are all amiga .iff / /ilbm files - i hope that is ok for you?

http://www.ultimateamiga.com/HostedProjects/GamesCorner/TheCryptOfBloodwych/Data/BW_Collections.zip


Good luck!

Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


MadMunky

Thanks ill take a look, im away at the moment but back at the weekend so ill try take a look then

MadMunky

#86
Quick Update

Wishbone has started to help me clear up the code and also help with some other bits so we now have..

Seeded Banners
Mod0 Switch's Working I read in the .switch files from Horace, that way any future maps can also work. I still need to work out how to do the rotating functions but hopefully crack that soon.
Re-Coloring of Banner/Switch's (They are not the correct colors)

Next Bits to get working hopefully are..

More switch events like rotation of objects etc..
Floor Pad Events
Wishbone is looking into drawing a player from the images Horace provided so we can see the player as they move around

After this I'm going to try and look into Network Multiplayer using WebSockets so you can play online and walk around the dungeon together, im not sure how well it will work but I don't see it being a problem.


Any comments are welcome, good or bad...


Hungry Horace

Quote from: MadMunky on March 30, 2014, 03:58:37 PM
Mod0 Switch's Working I read in the .switch files from Horace, that way any future maps can also work. I still need to work out how to do the rotating functions but hopefully crack that soon.

I'm pretty such the switch simply performs a bit change or similar on the item in the location it is affecting, so this might be easier than you think.


QuoteRe-Coloring of Banner/Switch's (They are not the correct colors)

let me know where you get with this!! I have no idea how the colours are determined...


sounds like great progress being made though!

let me know any differences you find in the extended levels... like switch / pad 'functions' and what numbers they are assigned to in the .switch function table etc.
Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


Hungry Horace

I had a look at your switch code out of interest :)

You seem to e changing both bytes of the map-data word? I am not sure this is correct.

I suspect a "remove" may only zero the second byte, and similarly a wall toggle may only affect the second byte, therefore allowing the toggles wall to include a sign or inter elements... This might be worth checking with "live" data such as a save-game or by tapping into the memory during emulation.

The rotating wood wall probably performs a bit "rotate" of some kind... Maybe two ROR instructions...
Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


MadMunky

Hi Horace,

I have updated the code, we now just toggle the last byte, also started to add floor switches also there is a few im not sure about could you try explain where they are used?

CREATE SPINNER (OR OTHER)? Whats other?
OPEN/CREATE WALL WITH SWITCHES? A wall is created that has a switch?
SPINNER (UNKNOWN DIFFERENCE) (X/Y) ? No idea?
CLICK TELEPORT (F/X/Y)? Whats this?
TOGGLE HOLE? You mean toggle pit?
REMOVE PILLAR / OTHER EVENT (X/Y) ? remove block?

As for the Seeding for the banners, this is custom code not created from anything I have found in bloodwych :(