Це відео не доступне.
Перепрошуємо.
Making a MegaZeux Game - ADG Mod 10
Вставка
- Опубліковано 24 кві 2022
- You know... I don't think I ever properly completed my own original MegaZeux game until now... :o
Today on ADG Mod, Gemini's put together an ENTIRE GAME using MegaZeux, but not just any old MegaZeux game, one which breaks beyond the expected boundaries of the software! Thus we'll be stepping through exactly how this was done, how the main mechanics of the game work, and why certain things were done the way they were given the limitations and functionality of the old DOS versions of MegaZeux!
------------------------------------------
Additional Information and Corrections:
* If you'd like to download the ADG Lazer Warz game and try it for yourself, head to the MegaZeux Games page on my website: www.pixelships....
* To download MegaZeux itself, required to play the game, as well as many other MegaZeux games created over the years, head on over to the DigitalMZX website: www.digitalmzx...
* I am aware that the game created here isn't 100% free of glitches and exploits, for instance, any vertical lazerwalls produced automatically in the game can technically be overcome with brute force from the right side because of the nature of how things are being processed, or you can switch your active lazer just as the lazer robot is firing, resulting in a different colour being processed compared to what you visually see, but it is extremely difficult to take advantage of these glitches and don't harm the normal gameplay at all, so I decided trying to prevent them from being a problem was way more trouble than just leaving them in. :B
* This is technically only the second MegaZeux game I've ever finished, the other being a port of Town of ZZT to MegaZeux. I almost finished my BattleSuits RPG back in 2000 but a hard drive crash destroyed it two weeks before it was finished. In fact, I still have the hard drive; the crash was due to a faulty chip on its board so the data may still be intact on there... might find out for certain some day, but even if I do I have other ideas for how to make a better BattleSuits game without MegaZeux!
------------------------------------------
Pixelmusement Website: www.pixelships.com
ADG on Pixelmusement: www.pixelships....
Alphabetical Index of ADG Episodes: www.pixelships....
Kris' Patreon Page: / kasick
@Pixelmusment on Twitter: / pixelmusement
Kris, you are so talented. not only did you make a complete game in such a short time, but you're also able to explain the process so clearly. i wish you the best in your future endeavors.
Thanks! Here's hoping some of my more practical gamedev stuff goes somewhere someday soon! :)
For prospective viewers wanting to learn more about MegaZeux, keep in mind that the video portrays a version of MegaZeux from 1996 and is not an accurate representation of modern versions of MegaZeux. While it's good for learning the basic functionality of the engine, many of the limitations portrayed (such as the 32KB object code size limit, or 50 counter limit) have been lifted (to 2MB and ... many millions, theoretically speaking ... as of 2.92f) and many new functionalities have been added.
I'm really happy to see a long video on how MegaZeux game development works, though!
Oh yeah, I do preface this in the video so there's no confusion on that. I haven't worked with MegaZeux in so long that the only way I was going to put something together with it at all was to use an old version, which given the nature of the show, kinda goes hand-in-hand, but yeah, modern versions don't have anywhere near the same restrictions! :B
@@Pixelmusement I'm well aware, I just wanted to give concrete examples as to which limits were impacted in what way. Thank you for contributing to the MegaZeux scene!
Megazeux was my high-school obsession in the late 90s. I love to see it still getting attention all these years later.
The world always needs more MegaZeux coverage :D
Never heard of this development environment, looks neat, would have loved to have it back in the day.
Coming in here late, excellent video. Megazeux was pretty awesome back in the day, I played so many games. Tried my hand at making some games but I was never great at programming so they were very basic.
That was one of the huge appeals of both ZZT and MegaZeux is that enough stuff was included by default that you only needed the bare minimum of programming experience to make something which actually resembled a "game". Being able to work with the scripting languages included to an advanced degree simply allowed breaking beyond the expected limits of what those game systems did. :B
I found an easter Egg that is linked to Mega Zeux in an indie game called Sneaky Sasquatch and I have played a few of the games on the site, and just today live streamed it. I'm subscribing so hopefully I can watch this later and hopefully play it!
Even though the resolution is 640x350, it's intended to be shown in 4:3. At least that's how I had my CRT monitor adjusted for it when I was using this and it generally seemed correct. :p
Yes, but part of the reason I show MegaZeux in a wide aspect is because a lot of stuff made with it look just as good that way as they do at the proper aspect! ;)
Most modern MegaZeux content is made with the 64:35 aspect ratio in mind; it is also the default resolution of both DOS versions of MegaZeux in typical emulators and the post-DOS port version of MegaZeux. Even then, a large amount of MegaZeux content looks good without the stretch!
This is really slick Gemini.
Nice work! I only ever did ZZT as a youngster, but the built In coding for MZX is sooooo much easier, minus Robitic, that's a huge learning curve. Great video
Robotic didn't always used to have that steep of a learning curve, but when Alexis open-sourced it, the one thing that you needed was the robotic editor. At first they started hacking it by adding new comments because they couldn't fix the editor, and then they finally reverse-engineered it.
Inspiring. Makes me wish I had money to hire talented people like yourself for projects.
I'm hoping that one of these days I can do the same. Since most of my expenses are covered by making videos anything I earn from making games can potentially be put back into making games I otherwise couldn't without assistance. Just gotta get that ball rolling! :B
Holy shit, you made a whole-ass game for a Mod video. That's awesome!
This is a rather difficult game, especially for someone who isn't used to MegaZeux. Notes:
* General controls are arrow keys. You can fire by holding space, then hitting an arrow key. You can throw a bomb with delete.
* I would suggest the (ab)use of Quicksave/quickload. This isn't a modern game.
* You can set the game speed. This was 4 by default here, and 5 is significantly slower, to the point where I can actually consistently dodge shots. (A bit slower than I'd prefer, to be honest, but 4 is too fast for me.)
In general, my main issue, coming from someone who is unfamiliar with MegaZeux games, is that I keep running out of laser power during big fights with a single color of enemy, and then my options are to hide in a corner and wait for it to recharge, or to switch colors and feel really ineffectual. (For example, first room of the second level. I step into a room, and a bunch of red enemies appear. By the time I'm out of power, half the enemies are still around.) Having multiple colors of enemy around means that I could just switch opponents while I wait for that color to recharge.
MegaZeux generally plays best at speed 5 so going down to it was a good call. Even speed 6 may be a good one to go with if you're not accustomed to it. As for the lazer power thing, the trick is to burn your other lazers into the enemies while waiting for the critical ones to recharge. Yes, they do 4x less damage than using the correct lazers, but that still means 4 successful shots can defeat a weak enemy, plus each shot knocks an enemy back a little, and each lazer is almost certainly going to keep incoming enemy shots from hitting you. It's also a good tactic to put objects between you and the enemies so that there's fewer directions you can be hit from while focussing on a group to one side. If they start getting close to you, book it to the opposite side to give yourself some space! And yes, saving and loading frequently is a good tactic and common in MegaZeux games which permit it! (You can restrict saving/loading by design in MegaZeux, so when it's NOT restricted it's expected to use it as much as you need!)
For the next game, I bet that's Helious.
man, wish i knew about MegaZuex back in the day
LOL reminds me of the time I made my own 3D graphics engine in Pascal. 64K is not enough for a decent z-buffer, so sacrifices were made.
Painter algoritm and storing polygons sorted by average z.
@@MarquisDeSang yeah I tried that, but I didn't like the results. I'm a bit of a precision freak.
@@rayceeya8659 So what did you do?
@@MarquisDeSang wireframe only
@@rayceeya8659 Did you do line obstruction? with line cliping/intersection?
Damn! Awesome! :D
DIG DUG HYPE
...is there even a DOS port of Dig Dug? I mean, a proper licensed one and not a clone? I don't actually know... :o
@@Pixelmusement MobyGames lists a PC Booter release by Atari in 1983. I don't recall if you normally count those as DOS for the purpose of the series, though...
I do as it's often possible to convert a PC Booter game to work in DOS, and they both run on DOS PCs and DOSBox can natively load PC Booter disk images, so why not? Took a quick look at it and it actually looks... surprisingly decent for a 1983 PC game??? :O
I'm sure this has been asked a few times before... but were you ever able to/had interest in checking Game Builder Garage?
Actually, you're the first to ask! ...and no, but only because I already understand all the fundamentals of game creation, so something like GBG which is designed first and foremost as an introductory tool would just aggravate me since my ideas of what I would want to do with it would rapidly surpass its capabilities. That said, from what I've seen, it's absolutely an excellent tool for people of all ages who want to learn more about making games but don't want to have to dive into complicated programming environments or such! :B
Your game is awesome! Put it on steam!! :D
Doesn't... quite work that way. :P
woah! Amazing!
Hurry up and finish the full version of ASCII Robowars 3D already ya bum
lol just kidding
To be fair, if I ever properly make that game nowadays, it's gonna be in a modern 3D engine. :B
"Now we're gonna be taking a look at a game that's all about inflation... and no I don't mean in terms of cash"
uhhhhhhh you should probably specifiy ANOTHER type of inflation it isn't...
To be frank, I am aware of what you're going on about and I don't think any such games actually exist for DOS. :P
It's always going to bug me hearing it enunciated, "Z/ooks/" 😜I have never, and will never enunciate it any other way than Z/oos/ 😜