The title screen of Forest of Doom was FUN to make! Tedious? I guess, but I loved feeling like a teenager again as I worked on it. Yeah, I stayed up WAY too late doing it, just like a teen. (Didn’t feel like a teen the next morning, though…)
The Coco manual has a page of graph paper for each graphics mode. I took a scan of that page and printed it onto a transparency. (Back in the day I took a long bike ride to the local library to photocopy anything – forget ever making a transparency!)
I found a royalty-free pic via Google search, modified it, and printed a hard copy. Laying the transparency over it, I went to work on the title screen.
Simon Jonassen pointed me to a great tool he created, SGEDIT, giving me a graphical interface to draw out my graphic based on the template. Thanks, Simon!
So this is a BASIC Game… Are you using any ML Routines to Speed things Up?? Will this run on 32K, or do you need 64K?? CoCo 3 Compatible??
FOREST OF DOOM began on a 4K BASIC. It uses EXTENDED BASIC commands now, but how much memory it will need I am unsure until I test it out. Coco3 compatible for sure!
This is a turn-based game and so speed isn’t really a factor, however, I am considering a ML routine related to the final REWARD screen for those who manage to complete!
I’m glad you found SGEDIT to be of use, i kinda cooked that in a hurry when i was in need of something myself
This is such a great idea – going back to do it right!
Keep it up and I can’t wait to see FoD finished!