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The 20 Line Challenge / [DBpro] The Lone Ninja, zelda style dungion crawler

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smerf
19
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Joined: 24th Feb 2005
Location: nm usa
Posted: 6th Jan 2013 06:27 Edited at: 6th Jan 2013 11:56
The Lone Ninja
Written in DBpro: 500 lines or “20”compressed, 190kb media

This is a Nintendo, Zelda style dungeon crawler with a cinematic storyline.
The storyline ate most of the (game engine) code but I still think its fun to watch and play.
Took me about 3-4 days part time to make the bit art, and program. Programs used Paint and DBpro.
I had much bigger plans for it, but hey, 20 lines is 20 lines. Hope you enjoy it.
Ps. Might want to turn your volume down to half when starting the game.

Spoiler Alert: Basic storyline
There’s two groups of ninjas the white and the black “how original”. The Black Ninja’s are the scourge of the earth and wreak havoc whenever and wherever they can. The White Ninjas are good and their sole duty is to protect the royal family.

The Princess is kidnapped buy the Black Ninjas while the White Ninja is sleeping on the job. She is taken deep underground to the Dark Ninja Master. It is your job as the White Ninja to travel into the dark catacombs and rescue the Princess fighting enemies along the way.

How to play:
Find chests, don’t get to lost, kill ninjas, avoid Chinese stars, and find the key

(W, A, S, D,) Movement
(Space) Sword.
(E) To advance the storyline and interact with objects.
(R) To buy potions with gold.
(Q) To use potions

If you die, “god forbid”, and you wish to get right back to action skipping the cinematics, just put
Sceneplay=2 “above the loop and a, “If music playing (3) =1: stopmusic 3: endif,” below line 256.

Known bugs:
1. Occasionally there is an empty chest. But don’t worry because the key will always appear.
2. On occasion movement was still limited by invisible enemy. Pretty sure I fixed it though.
3. Very rare occasion enemy stops shooting
4. Some people can’t figure out how to get through the door. Try centering the character.

Changing it up: Hard mode
If you would like to change the difficulty level the game speed is limited only by the sync rate.
Line 445 and 441 can be changed from 2.8 to any positive integer to increase enemy attack speed and frequency. Health and actual damage control are more difficult to alter. Frequency of the ninjas appearance can be increase by changing line 430 by adding
"text= 0" and or ”textt= 3” to "If textt=2 or textt=1".
Its set rnd(3) so 0,1,2,3 1&2 would be 50% of the time, 0,1,2 would be 75% & 0,1,2,3, would be 100% of the time.

Side notes: More dungeon levels can very easily be added with almost changing nothing in the code, the maps are not limited to a specific size or quality and can be easily changed and or added as long as the dimensions are a multiple or dividend of the original bitmap. For example if the map is
400pixles and sprite size=600 then keep them in proportion “200px size=1200”,” 800px size=300”, ect.
Also changing the character is cake as long as the collision sprite size is maintained
If you would like the original unaltered code neatly with comments and functions let me know, I quit commenting about half way through and compacted functions to save space.

Game code



A child's dream never dies.

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MrValentine
AGK Backer
13
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 6th Jan 2013 08:20
DUDE! That was awesome, but... 'Surely'...

Also umm, Fifth Element? Where did you get that Tune from?
And FF Battle music lol ^^

Was fun, and cute at the same time

Could you do a tutorial on how you created the media?

smerf
19
Years of Service
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Joined: 24th Feb 2005
Location: nm usa
Posted: 6th Jan 2013 10:38 Edited at: 6th Jan 2013 10:39
I'm Very surprised you recognized the fifth element song.
thank you for the kudos. Borrowed some midi files from popular games/movies I liked. I chose to do it 8bit style for the fact that I lack 3d modeling abilities and it's hard to animate detailed characters. I've always had an affinity for the older style games and their play style. The art/animation was just done in Microsoft paint.Very easy to do. The included media was much larger than needed but I didn't want to spend the time streamlining it, also png files don't animate well don't think the black is a true black or dbpro doesn't like its format for that purpose.

Usually my programs get over a few thousand lines and I lose interest. It was very nice having a set goal and limits on it.

A child's dream never dies.
Phaelax
DBPro Master
20
Years of Service
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Joined: 16th Apr 2003
Location: Metropia
Posted: 24th Feb 2013 02:38
I had to stab those ninjas like 50 times with a sword!

Btw, about your test.bmp file. It's 105KB, and if you save it as a PNG through MS Paint, it cuts it down to 17KB.

"You're all wrong. You're all idiots." ~Fluffy Rabbit
Gameboy Xx_xX
11
Years of Service
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Joined: 16th Mar 2013
Location: My ***
Posted: 16th Mar 2013 15:05
my game isnt working it says it could not find path at line 2[center][b][u]
smerf
19
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Joined: 24th Feb 2005
Location: nm usa
Posted: 23rd Mar 2013 00:57
gameboy: The file does work have tried it on several computers. Ive found that it will not however work if certain other software is running. I had trouble running alongside any kind of remote desktop software/server.

Silver: I would have saved it as a png but I ran into transparency problem with the animations. Might have been the fact i was using paint.

A child's dream never dies.
WickedVixen
17
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Joined: 28th Mar 2007
Location: New Brisbane, Utopia Prime, VGC GHQ
Posted: 2nd Apr 2013 13:57
PaintDotNet is far better than Microsoft Paint and it's free (like Free Beer). I use it for much of my 2D art and to prototype font designs.

It will even save as PNG and the transparency works well. (Just set a color as the 'transparent color in DBPro and use the RGB values that are provided with Paint.Net.

Here's the website to download it. http://www.getpaint.net/ Click on the download Paint.Net link, then on the mirror link further down on the next page and you should be good. Once it's downloaded, install and you're good to go.

All trees have bark. All dogs bark. All dogs are trees.
Kohaku
19
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Joined: 3rd May 2004
Location: The not very United Kingdom
Posted: 13th Apr 2013 20:36 Edited at: 13th Apr 2013 20:36
This sounds awesome. If you're up for it I would attach the compiled EXE as well though as I don't have DBP installed at the mo.

Gameboy Xx_xX
11
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Joined: 16th Mar 2013
Location: My ***
Posted: 29th May 2013 18:11
but i cant find path at line 5?
Gameboy Xx_xX
11
Years of Service
User Offline
Joined: 16th Mar 2013
Location: My ***
Posted: 30th May 2013 18:13
i can not find path at line 5
SoftMotion3D
AGK Developer
18
Years of Service
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Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 15th Jul 2013 07:26
Quote: "500 lines or “20”compressed, 190kb media
"


are you sure you can squeeze that into 20?? lets see it :p

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