Yes, looking at the code this could happen, it is a SUPER FAIL, but this is easy to fix - I'll put it in when I made the quest items and at least 1 new robot type - which will look like the old robot type.
A new version of this scenario was uploaded on Wed Jan 08 19:36:56 UTC 2014
Have fixed the Problem with getting a closed off room or region.
I decided to fix that maze right now. When the maze is presented every room should be reachable.
A new version of this scenario was uploaded on Fri Jan 10 19:05:12 UTC 2014
Minor Maze Edit. If you start the game and type 'P' you will hear music - not sure if I will stick with this loop or have it change from room to room.
Sound Attribution:
Title: Life Crisis
Author: RepaidGateman
Location: http://www.flashkit.com/loops/Ambient/Electronica/Life_Cri-RepaidGa-10581/index.php
Direct Link: http://www.flashkit.com/imagesvr_ce/flashkit/loops/Ambient/Electronica/Life_Cri-RepaidGa-10581/Life_Cri-RepaidGa-10581_hifi.mp3
I had to convert it into a wave file since there was an exception with the playing of the sound (index out of range) thought I was later able to correct it looping the mp3 had a stutter even when all silence had been cut. The Wave file the pause is a lot less noticeable (but is 10 times the size) I will just have to find a long mp3 and do a fade in and fade out so the looping will not be as apparent. Flashkit.com is a great place for free resources. :D
A new version of this scenario was uploaded on Sat Jan 11 05:47:39 UTC 2014
Minor update, new room color, green rooms robots shoot slower, yellow rooms they are as they were before, and the red rooms the fire rate has been upped.
A new version of this scenario was uploaded on Sat Jan 11 07:48:11 UTC 2014
Working on a map to show where you have been. Not done with it yet, but if you press 'm' the game will pause except the player so you can walk around all of these frozen robots , if you press the fire button your fireball will just hang there. you can tap the 'm' key and make it move little bit at a time. This won't last for too long though.
A new version of this scenario was uploaded on Sun Jan 12 10:12:24 UTC 2014
Map feature now available, press the M key and it will pop up on the screen showing you the rooms you have already visited. Press the M key to dismiss the map.
If you press the 'm' you guy can still walk, walk to a different room and the robots will be frozen. to unfreeze everybody press the 'm; key again.
A new version of this scenario was uploaded on Mon Jan 13 23:13:49 UTC 2014
Minor bug fix, robots shared static instance of a temporary image array that was causing some of the robots to moonwalk when more than 1 robot was moving.
Too bad we cannot change the initial submit comment.
A new version of this scenario was uploaded on Wed Jan 15 06:01:00 UTC 2014
minor update - drop keys parts in every room, they spawn in the upper left corner. Started working on blood hound robots, but they need some kinks worked out.
A new version of this scenario was uploaded on Thu Jan 16 06:52:53 UTC 2014
Minor enemy AI update - some enemies are a bit smarter
I forgot to mention in the update notes, when you use the map, you will see a glowing dot on it representing your location in the maze.
A new version of this scenario was uploaded on Fri Jan 17 04:36:23 UTC 2014
bug fix, bloodhound robots were blinking when they were forced to change direction causing an exception.
A new version of this scenario was uploaded on Fri Jan 17 06:21:45 UTC 2014
cards randomly placed. Room color is determined by how close it is to one of these cards. Green room equals to not being anywhere close to one.
I need the pop up mines to adjust their behavior depending on the room color, right now I am working on the Boss Room. I think or that room I will adjust the game play to allow the user to use the mouse to shoot. Trying to come up with boss images...
A new version of this scenario was uploaded on Mon Mar 10 04:48:24 UTC 2014
Title Screen has been added.
There is an escape room now, If you get all of the keys and make it to the room, you can open the door by stepping on the foot pads (provided you have the right key).
A new version of this scenario was uploaded on Mon Mar 10 04:50:55 UTC 2014
Title Screen has been added.
There is an escape room now, If you get all of the keys and make it to the room, you can open the door by stepping on the foot pads (provided you have the right key).
Glitch: you can move while that map is open.
Glitch: if you open the map while the death animation is playing, you will respawn with all enemies and shots frozen as if the map is open, even though the map is closed.
By the way that second glitch easily makes this game a joke if you exploit it (sense you can move while the map is open, and the game thinks the map is open but isn't when the second glitched is performed)
It would be awesome if you could implement a save feature into this. Just make it store a generation code in UserInfo, and save which screens you've been to, along with the keys you've gotten.
I'm not exactly sure how you coded this game's generation, but I think something like that would be quite nifty.
I have thought about making a save feature - I have never used it before so I have to look at some other people's scenarios to figure it out. To save a room would only require 16 bits, 5 bits would be required per room to keep track of the keys, then it would only take 1 bit to say if the rooms was visited or not. we are looking at a save file that is less than 2K. The colored zone work this way, a key will sit in the middle of a 9 red square pattern, around the 9 squares is a 2 square thick yellow zone. Red zones can over lap, so by looking at the map you will get an idea of where the keys are, if you find a stretch of red rooms more than 4 you know several (2 or more) keys are close by. Have you found the exit portal room yet? I have to make a save feature and another feature to have a list of people who have escaped.
The map glitch, I know about it - I use it to cheat, I will take it out when the scoring and finite number of lives is implemented. If you come across a room with pop up mines they are not frozen by the glitch, but their bullets are which is kinda funny, I will let one chase me around a room and I will drop frozen fireballs every where and then I will tap the 'M' key and watch the fire works.
Huh. Alright then!
....
O.O"
I clicked off of the tab while my map is open, and now it's not letting my clicks register on the game window so I can make the scenario register my keystrokes and close the map. My game is frozen!!! And I already had like 6 keys, and explored the outer portion of the game!
Well this sucks. Seriously, it won't let me do anything!
I was thinking to have the game save with userinfo so that I can save it and replay it whenever, where ever. I mean you could use an integer generation code, and use the strings to save all of the screens you've been to by making the strings all 0's and 1's (0 is unexplored, and 1 is explored), and putting them all into a matrix and subsequently uncovering the indicated maps spaces, along with saving the keys gotten by saving the grid coordinates of rooms with the keys that have been aquired (like having coordinate (4,12) be int 40012, and (15,10) be int 15010).
Also the original bezerk game had a score. Maybe add a high-score board (which displays if they escaped or not) along with the list of people who escaped (which also displays the player's final score).
These are just suggestions, though.
These are great ideas that I do want to put in the game. There are a few things that I do not have like the arcade: I do not block off the door you came in (the arcade game put a barrier so you could not exit the way you came); I do not have a Evil Otto . I need to figure scoring and free guy awarding. In the high score I would want to keep the following info, if the user made it out, and hw many robots they have killed; I may have a break down of types. I do nt know f you have noticed, by sometimes a robot will not walk into a wall, and when one of these sense ou in a room, thy will not leave you alone. I need to put some kind of marker on these robots.
I know what you mean about having to code around life in general. :D
A new version of this scenario was uploaded on Mon Apr 07 02:05:24 UTC 2014
3 Lives per game. Save Game Feature added, Press '1' when playing to save game. Currently a restored game will give you 3 lives when you resume. This will change when scoring is added.
A new version of this scenario was uploaded on Mon Apr 07 02:58:38 UTC 2014
Small title screen adjustment.
If you did not know - to Save your progress in this game, press the 1 key (Number 1) the word 'Saving' will show up on the screen. When you have save game info there is an area on the title screen that says, "Click here to Restore Game". When a game is restored you map is saves as well as the keys you have collected, you also start with 3 lives (like when a game starts).
I you can just restart the game when you're lives are at 1, and just start right back where you were with no reprocussion, then why not just have infinite lives?
The infinite lives will go away when I put the score counter in, you will be able to earn more lives in time, the game is still evolving, I just had to take a break from it, I have been working on a dragon fire clone. I need to get the demo part of that out in the next couple days so I can work on the Platformer:SPAAAAAAAACCCEEE game. My head is going buggy, I tried to spell game 3 times and it came out as gmake...
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