Posted a second video where the video and sound are more 'in sync' to what is happening in the actual game.
The font used in the game no doubt has been inspired by the Sword of Fargoal series? It obviously is a different font but when I first saw it it reminded me of the Sword of Fargoal game. Which is also a classic dungeon crawler in it's own right.
Looking forward to the game, although games with stats-tables depicting my game character is normally not my cuppa. This is one intriguing release coming up!
Last edited by Mark1970; 08-16-2009 at 08:32 AM.
Fargoal is one of the greats for certain, one of the few commercial VIC-20 RPGs (along with Temple of Apshai, Ultima: Escape from Mt. Drash and Sorcery).
If the Image is B&W (or just 2 colors), you can use a single byte to represent 128 pixels at a time. You take a byte, the first bit represents one of the two colors (0 or 1) then the next 7 bits tell you how many times it repeats. It works really well for images with large chunks of the same colors.
So with the Vic's full screen, we have 32,384 pixels. If we use the above compression and it was a single solid color, it could be compressed down to 253 bytes. Add a second pass compression on that and we could be down to two bytes
Of course that's not practical, so at worst, you would probably yield only about 50% compression, which I think is where you are at now. However, I would expect higher then that with a 2 color image. Where it starts to have issues is where it switches colors frequently.
JJust to let you all know, I submitted the final versions of the files to Psytronik today.
There should be a free download and digital, disk and premium editions of the game available at http://www.psytronik.com shortly (in a few days)
Here is the disclaimer regarding the freeware version:
As well, Realms III is previewed in Retro Gamer issue #68:SPECIAL NOTE ABOUT THE FREEWARE VERSION
The version of "Realms of Quest III" available freely on the internet is a fully-working version of
the game where you can explore it entirely. The differences between the freeware version and the
commercial version are that the latter has the following:
-36 page PDF or printed game manual which includes a map and drawings (instead of a plain .TXT file)
-intro with graphics and music
-a 16K version called "Dunjon Crawler"
-the following games on side two of the double sided disk:
• Realms of Quest (1991)
• Realms of Quest II (Unfinished Demo) (1993)
• Dunjon I & II (2003)
• Realms of Quest II (2004)
• Ringside Boxing (1996)
• Ringside Wrestling (1990)
• Break-Fast (1988)
• Dunjon Master (1990)
• Haunted House (1990)
• Ice Hockey (1996)
• Meteor Zone (1996)
• Napoleon Simulator (2006)
• Paratrooper (1990)
• Vicfall! (1993)
• Vicfall II (1996)
• Vicside Boxing (2004)
• Worm-Out II (1990)
You can obtain the commercial version of the REALMS OF QUEST III package (and all of the bonus features
mentioned above) from WWW.PSYTRONIK.COM
I'm finally done!!!!!!!!!!!!!!!!!!!!
Thanks! Looks like Psytronik has made the freeware version of Realms III available here:
The digital/budget disk/premium disk editions should be available soon!
Realms of Quest III is finally available! You can order it here:
Premium Edition: http://www.binaryzone.org/retrostore...roducts_id=510
Budget Edition: http://www.binaryzone.org/retrostore...roducts_id=511
(premium means you get a plastic jewel case + 36 page manual, budget is disk-only)
It was in February of 2009 (this year) that I had announced that I would be making DUNJON III. After a couple of weeks, I decided that this project would instead become REALMS OF QUEST III.
I posted on the VIC-20 Denial forum ( http://sleepingelephant.com/ipw-web/...pic.php?t=3368 ) what was on my mind at the time as I was making this game. There were some setbacks but it was always 3 steps forward with the occasional step back.
(clockwise from upper-left: first mockup "proof of concept" for Dunjon III which would later evolve into Realms of Quest III, party menu graphic, saehn's magnificient splash screen for the intro, and the party traveling on the surface map)
(the above are saehn's enhanced graphics that are included in the commercial release)
(all of my spare time spent on this was not in vain as the above illustrates).
Again, a big kudos to saehn and darkatx (and of course, Kenz the publisher) for their magnificent art.
Would you believe that I originally conceived that it would take me 2 years to finish this project? At the time I started this project, I only had a bare minimum knowledge of 6502 assembly language.
I hope that those who order it get some entertainment out of it. If you'd like a sampler of what this game is like, you can also try the freeware version available here: http://www.psytronik.com/main/index....d=68&Itemid=56