Is anybody still dev'in for the pandora?


Nice to see some GLBasic stuff here again, I hope GLBasic will support Compiling for the Pyra in the future, but I wouldn´t hold my breath regarding this.
 
The question is rather if people still download and play the stuff. There is not exactly a lot of feedback from releasing a game here.
 
I'm always happy when new stuff appears, maybe I can't find the time to use them immediately, but at some point I play all the things.

There are many games on the repo that I played years after their release... that's why it's so good that the repo will be maintained active.
 
Cant say i still take the time to pack my latest stuff to it...
I just imagine no one looks at it anyway.
 
What stuff you have ?

I have unfinished packages around that at some point will upload (in Two Months)...
When my gaming Pandora died I had to move its stuff to my devvy Pandora, but instead of constantly switching the gaming SD with the dev SD, I just kept just playing games... but I'm unable to forget the stuff I have to finish.
 
Last edited:
Sadly stuff that would fit the pandora pretty well: Snes style rpgs, HD remakes of old gameboy titles.
But i have not yet released them anywhere else either, i am a bit fed up by dealing with platforms and getting stupid feedbacks.
 
I had a look at your stuff on the repo, and I don't remember having read anything about them on the threads I follow... I still never tried anyone of those, but now I'm curious to try that "Ascii Man"
 
I still never tried anyone of those
This is not helping on the matter, this is not helping at all.
If i ever need to hide private information on the internet i gonna do it at the end boss of my games because apparently no one ever sees them.
 
I mean that I didn't even knew they existed until now...

If i search for "Desktop Labyrinth" on the board it find nothing... it is better to open a thread for every release on the forum to advertise and have some feedback
 
Thats an unfortunate example.
This title was made up IN a thread here for a game making contest. So the thread is not named after the game as it was made during it.

And it scored pretty high btw. I very much like how it turned out and how the parts fit together. Its a simple title but getting chased by this beast without being able too see where youre going, with this footsteps and yelling on the speaker, its pretty nerve wrecking. Try the itch version to see what the contest was about, unfortunally the pandora screen is too small for the actual gameplay it was made for.
 
Who recorded the Minotaur shout ? xD

Using a limited view to respect the competition requirements while providing a way bigger game area was genius :cool:
 
I just compiled a later version of ntfsprogs that supported resizing (version on Super Zaxxon doesn't), was thinking I could build a PND that installs it or should I ask Notaz if he can include it?
Post automatically merged:

I'd love to do some more Pandora dev, but time is at a premium.
 
Who recorded the Minotaur shout ? xD
I did!

while providing a way bigger game area was genius
It is! (not my idea though, I just did the soundfx, like breaking parsley to get a "crunch" and reverbing and slowing down to get the grunt. For the footsteps I just took a cardboard box, and randomly put in objects, then shook the box to get "footsteps". Some things were recorded in the bathroom, that gave a natural reverb. The device used to record these sounds was my Pandora, as there is no fan to interfere with the recording. Oh, also: recorded some things at night, when there is less ambient sound, I might have freaked the neigbours out when doing my 9th bull yell while shaking a box full of stuff).

I played that game a lot, also at my daughters request, because she liked it.
 
The description @elw3 did about the game made me think about an unplayable stuff:
getting chased by this beast without being able too see where youre going

I was happy to see that, not only you are able to move the camera freely with the mouse (so you can have an idea of how the entire area looks like), but also the camera can follow the main character at will... and there's also a "radar" system to show you where is the minotaur and the loot to grab... all in that tiny window.

I still didn't win a single game, I suppose it's impossible to overrun the Minotaur, it comes like a bullet (joke included), but I'll keep trying.
 
Initially this was supposed to be harder.

For historic reasons, this is the pm where the game was made up. Funny to see how it ended.
Funnily enough, I have the Android version, but I get your point about dimensions on the lowrez.

I've had an interesting mechanic, but not sure how it could be turned into a game.

Basically, you create a window of 64x64, but it's not fullscreen, and not scaled. Then, you use the Window's X,Y position to reveal a different portion of the map.

  • A maze is generated the 90% size of your monitor resolution (to allow for window decorations)
  • A player is put somewhere in it
  • An exit is put somewhere in it
  • "Monsters" are put somewhere in it
  • And a timer
  • You control the player with the keys (WASD and arrows), and the window (viewport) with the mouse via standard windowing
  • Maybe some hotkeys to centre back on player and exit?
So it's a race to get out, you can scout ahead with the window, but then can't see your player (though he will still move)

Looks like you could use love.window.getDesktopDimensions and love.window.getPosition

For maze generation, could either go full procgen, or could just define about 16 predefined blocks that we stitch together, then just make sure it's traversable to the end?
Personally ive spend more time in pm messages than actually programming tho. The code is very small. But the map generation and enemy AI turned out extremely well.
And as for beating a map, there are several strategies one can apply.
Observing the minotaur is helpful. At the beginning it walks to the crown and guards it, if you snitch it, it walks the same way in reverse to the stairs.
It does not directly use the shortest route to the player unless you get into its line of sight. Thus you can actually follow it behind.
Or in short: It has no AI, it just follows a fixed path, observe it and you can tell how to avoid it.
If you try to escape however, it walks and runs the same speed of the player so if you can avoid running into a wall it cant catch you.
And if you are desperate: It does kill on touch, NOT by being on the same tile. Since you can move a bit on every tile it is possible to pass it by running or pressing against a wall.
 
Initially this was supposed to be harder.

For historic reasons, this is the pm where the game was made up. Funny to see how it ended.

Personally ive spend more time in pm messages than actually programming tho. The code is very small. But the map generation and enemy AI turned out extremely well.
And as for beating a map, there are several strategies one can apply.
Observing the minotaur is helpful. At the beginning it walks to the crown and guards it, if you snitch it, it walks the same way in reverse to the stairs.
It does not directly use the shortest route to the player unless you get into its line of sight. Thus you can actually follow it behind.
Or in short: It has no AI, it just follows a fixed path, observe it and you can tell how to avoid it.
If you try to escape however, it walks and runs the same speed of the player so if you can avoid running into a wall it cant catch you.
And if you are desperate: It does kill on touch, NOT by being on the same tile. Since you can move a bit on every tile it is possible to pass it by running or pressing against a wall.
Hmm, there is the "olé" (Spanish Toreador) tactic: If you find a T, that is, a long-ish dead-end passage and a side corridor, you can walk into it's field of vision, it will start running straight towards you, then you go into the corridor. The bull will keep running straight into that corridor until it hits the wall, but meanwhile, you can make a beeline to the corridor he was (usually where the crown is) and it will not chase you. Then, just go back to the corridor it's in, but watch out it has no visual on you, and do the same again, but with another corridor (so you need to look around well first before you act).

I made it to the third level with that tactic (but never higher though, not sure why as it should not get harder?). And since the maze is random, you might get lucky with an easy maze.

ps: I have the raw wav's in an Impulse Tracker it3 module, if anybody wants it I can attach it. (2.2MB)
 
Last edited:
Is there a request thread to compile newer versions of stuff on the repo? I'd like a new version of Mumble as my friends and I use it for playing D&D. (I specifically would need the client)

Thanks,
Christopher
 
Back
Top