This game is AMAZING!!!
Yeah, something to help navigation, even a compass might help.
hi i went to Erwin’s Arduboy Collection and i got Catacombs of the damned! on my arduboy but now i cant get anything on my arduboy all i get is a error ? help to fix
This was so awesome to find!
I love those old school early FPS games and have that exact pack you referenced from GOG that I bought several years ago. IMO the Catacombs games are very special and I would gladly play them any time over the latest AAA FPS. A lot of atmosphere and just good solid fun.
You have done an awesome job on this. It “feels” near perfect moving around. The gameplay is solid. A good balance of exploration and action. I liked destroying the vases / urns and finding the occasional surprise! Very cool. I think a few more enemies would be good but overall this is fantastic.
I kept shooting walls wondering if you had implemented the occasional destructible wall from the original games but, if so, I did not find any. I get it though is likely a technical constraint due to the tiny amount of RAM.
I do wish the console had an extra 0.5 KB to 1 KB of RAM available for dynamic stuff.
Glad to hear you are enjoying the game! Just reminding myself of the amount of RAM / program memory left after compiling:
Sketch uses 28506 bytes (99%) of program storage space. Maximum is 28672 bytes.
Global variables use 2364 bytes (92%) of dynamic memory, leaving 196 bytes for local variables. Maximum is 2560 bytes.
So yes not much space left for additional features! Program space probably being the more limiting factor here. I think I originally was planning to have destructible walls like you suggested but it added to the complexity. I also wanted to have more sign posts with messages to read, sort of like how the Catacomb series has scrolls that you can pick up with tips or lore.
…someone has done a playthrough on the MiSTer Arduboy core
I played this game in my playthrough YT video
After many moons, I actually ended up porting the Arduboy to an ESP32 and a 240x240 TFT screen from a badge we made for a conference last year.
Had a ton of fun playing Catacombs of the damned! on it and was my benchmark for making sure the screen was running fast enough.
Due to the scaling to full screen and the speed of the SPI, I had to thread the display and get the updates to it running on a seperate than and leave the game logic on the main thread, worked quite well in the end as you can see in the video
Thanks for a stand out and fun game
Same issue happened to me by using the Arduboy Mate Android app. Was hoping you got a reply for this. If you ever found out how to fix it I’d love a reply on how.
Have you tried using the reset button?
Thank you! That last video about the reset button worked BEAUTIFULLY!
I thought I was only going to check out the game and then load something else. I found myself having a difficult time setting it down. This was well done. Thanks for your efforts. You should release a Kickstarter edition of this game with a custom shell for the Arduboy.
Glad to hear you are enjoying the game so much! It would be neat to have a custom shell for it but I think @bateske has his hands full with the upcoming Arduboy FX
I just got the Arduboy just a few days ago. I loaded Catacombs of the Damned! onto it to show off to my coworkers to demonstrate what it could do. I may have convinced a half-of-a-dozen people to buy an Arduboy ASAP using your game as the sample.
I am awaiting my Arduboy (scheduled delivery tomorrow…) and this will be the first game to try! This game brings back memories of my youth @jhhoward Thank you! This is really awesome! It really sparked my coding interest again: I just looked up some -really- ancient backups of Telemachos Peroxide Trainers (Part 7 and 8 for those who might remember). I will study your source code and give it a try myself!
I just realized this game has strafing! Holy wow.
Is it me, or do I always seem to get random levels which are generated that are impossible to beat (No exits, or paths that look open, but are infact dead ends? Maybe this is just an issue with emulation and not on real hardware?
There is something wrong with the web emulator where it has gradually got worse over time. First it was the problems with the walls not being rendered correctly and then, as you mentioned, the generated levels are corrupt. I’m not sure what the cause is, perhaps a subtle change in the web standards that the emulator relies on?
It works perfectly fine on the actual hardware. Last time I checked it also worked with the offline / downloadable ProjectABE emulator too.
Edit: the problems may also be browser specific as a quick look on my Android phone and it appears to work ok there.
Looks like your game is becoming quite popular
Oh cool! I keep seeing it popping up on different devices but hadn’t seen this yet