Back in 2001 it took me a week to create an RPG walkaround-demo in Blitz Basic. I never finished anything comparable after that.
It took me 2 days with Ruby and gosu to re-create the engine. I had no original source left, so it took me a while to figure out how I saved the maps, how the scripts worked and such. Still I'm not sure how NPC walking cycles used to be configured.
You can grab the current source from my github.com project
where I put the old Win32 binary -- which shouldn't run on your PC since it attempts 320x240 in fullscreen mode (!!! what a stupid idea that was ...). 640x480 was supported as well but I lost the binary. The OSX .app is obviously new and works fine.
If you like you could as well modify the contents of this walkaround demo by taking a look at the scripts. Without a map editor it's not possible to create new maps. Take a look at the project Wiki on github.com where I might explain the .map format in the future.
As of today, 2009-03-24, the code was a lot of "hacking". Blitz Basic, the game's initial language, didn't support OOP so there's a huge gain of readability and structure. Yet, I just wanted to re-implement every feature possible. Refactoring will be the next item on my to do list right after "figure out how NPC-initialization scripts work" and "time animations (i.e. slow down)". :)
Comments appreciated, though I doubt you'll be able to make it through that code just yet.D O W N L O A D
From github.com project
(updated regularily but not as often as the github repository)Patch
(NEW): FPS.rb missing, 2x movement speed: patch_v1_speed-and-fps.zipLater modifications to this post
Okay, download on github.com doesn't work or so it seems. Added a TAR.GZ archive.
Added two small screenshots of the current app. You can trigger FPS count by hitting "F" and the on-map-debugging-stuff by hitting "D".
The archive only contains the deployed Mac OS X .app file. To get the sources, please use the link to GitHub.com and download everything from there, seems
to work again.
Translated game content and added NPC movement. They don't collide, though. I'll OOP-ify the game further to implement this.
Added a patch for faster char movement and fixed that 'fps.rb' was missing in the archive.