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- INTRODUCTION TO GOLEMS
- by Dave Moorman
-
-
- I recently downloaded a C-64 port
- of the classic Amiga game [Lemmings].
- The translation to C-64 (made in 1994
- -- one of the last commercial C-64
- releases) was pretty remarkable,
- considering the hardware differences.
- But I'm just not able to leave
- something well enough alone. Something
- LOADSTARites and other Commodoreans
- could fiddle with, improve and expand.
-
- What we need, I said to myself, is
- [something like] [Lemmings]. Creating
- programs that are [something like]
- other games is one of my favorite
- programming challenges. The trick is
- to not fight the C-64, but jujitsu its
- unique features to every possible
- advantage.
-
- This is what I did with Sea to
- Sea, which is [something like]
- Railroad Baron. We can build a giant
- charater cell map in memory and
- quickly move screen code on the map to
- the screen.
-
- A year after Sea to Sea appeared
- on LOADSTAR, Jeff Jones published Big
- Screen, an ML module that accomplished
- what my dedicated screen map code did,
- and more. So I grabbed Big Screen off
- issue 119 and got to work on Golems.
- Soon had them walking, climbing,
- falling, and all sorts of things in a
- test program. The next step was to
- design a level design program so I
- could build the whole game.
-
- And the design program needed a
- small font editor like in Mr.MICK --
- which was written in 1997. Of course,
- the source code for that program is
- long gone. So I wrote FontStar, also
- available on this issue. If you have
- need for a small screen/level editor
- with font editing capabilities,
- FontStar will do the trick. The level
- design program was just a matter of
- linking together Jeff's Big Screen and
- the FontStar features (with Mr. Mouse,
- of course).
-
- Finally -- to the game. If you
- break out and look at the game, you
- will see that the BASIC is mostly
- about loading levels and displaying
- text. One feature is that all the
- Golem level file names on a disk are
- loaded up at the beginning of the
- program and played in order. This way,
- Golem can have any number of levels --
- up to 127, to be exact. And that's
- where [you] come in!
-
- Play the game. See how the little
- fellows move. Then boot up Golem
- Editor and create new adventures and
- challenges. Send them to LOADSTAR, and
- recieve a free issue for each level we
- use on later issues. We may even have
- enough for a stand-alone disk: The
- Compleat Golem!
-
- DMM
-
-
-