Berzerk 2.0 (Beta Release 0.9.0)

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vdecampo
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Joined: Aug 07, 2007 23:20
Location: Maryland, USA
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Berzerk 2.0 (Beta Release 0.9.0)

Post by vdecampo »

This is a fully playable game now. I just need to shake out any bugs and take in that lovely constructive criticism this forum is so notorious for giving out! ;-)

@Lachie
Hope this makes a worthy addition to the Games Directory.

-Vince

Download Here> Berzerk 2.0 658k Win32

**********************************
* Berzerk 2.0 by Vincent DeCampo
*
* Original Developer
*
* Developed by Stern Electronics
* Designed by Alan McNeil
* Release date 1980 (Arcade)
*
**********************************

This is my version of a classic arcade game
I played when I was a boy. I can't remember
how many hours (AND QUARTERS!) I blew on this
game but I wanted to make a version which
would remind me of the original, yet have
some of my own additions.

I hope this game brings back the memories
of when you played this game in the arcade.
If you're too young for that, then I hope
you can appreciate and enjoy playing my
rendition.

Release Notes:

0.7.0
- Added ability to enter initials
- Added custom fonts

0.6.0
- Added additional maps and randomness

0.5.0
- First Beta Release
- Includes all game play features
- Added title screen
Know Issues:
* Currently only has five maps
* Does not accept initials for high score
* Need to make Otto wait time random

0.0.8
- Changed player graphics closer to original
- Added variable entry location
- Added force field barrier blocking entrance

0.0.7
- Added robot firing
- Fixed game engine timing error after screen wipe
- Added random robot conversation

0.0.6
- Corrected bug when exiting to the right
- Added robot explosion
- Internal revisions to support multiple robot colors

0.0.5

- This is a sneak peek release
- Use arrows to guide our hero
- Press CTRL to fire your weapon
- Press ESC to exit demo
- Avoid walls and robot defenders
- Leave using one of the available exits

* There is only one level and no scoring.
* Still many gameplay enhancements yet to make.
* Graphics are mostly placeholders for more
detailed versions.

-Vincent DeCampo
Last edited by vdecampo on Apr 19, 2022 0:45, edited 7 times in total.
mambazo
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Joined: Jul 17, 2005 13:02
Location: Ireland
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Post by mambazo »

Very cool! Love the sounds.

I haven't played the original, so it might just be me, but the player seems to default to facing right if you don't hold a direction key when shooting.

Other than that, its great :)
vdecampo
Posts: 2992
Joined: Aug 07, 2007 23:20
Location: Maryland, USA
Contact:

Post by vdecampo »

Here are the latest changes. So far no negative feedback or bugs reported. That means either I am an excellent programmer, :-p
or nobody has tested it. :-(

-Vince

Release Notes:

0.8.0
- Added more maps
- Changed AI for more progressive difficulty
- Fixed bug in hi score routine

0.7.0
- Added ability to enter initials
- Added custom fonts

0.6.0
- Added additional maps and randomness

0.5.0
- First Beta Release
- Includes all game play features
- Added title screen
Know Issues:
* Currently only has five maps
* Does not accept initials for high score
* Need to make Otto wait time random


0.0.8
- Changed player graphics closer to original
- Added variable entry location
- Added force field barrier blocking entrance

0.0.7
- Added robot firing
- Fixed game engine timing error after screen wipe
- Added random robot conversation

0.0.6
- Corrected bug when exiting to the right
- Added robot explosion
- Internal revisions to support multiple robot colors

0.0.5

- This is a sneak peek release
- Use arrows to guide our hero
- Press CTRL to fire your weapon
- Press ESC to exit demo
- Avoid walls and robot defenders
- Leave using one of the available exits

-Vincent DeCampo
Amundo
Posts: 57
Joined: Feb 26, 2007 0:25

Post by Amundo »

Nicely done! (Did it really come out that year? My God! I'm ancient!)

How do you poll the keyboard? It seems to "stick" when I fire with CTRL.

Other than that, well done, it was a classic in it's day.
vdecampo
Posts: 2992
Joined: Aug 07, 2007 23:20
Location: Maryland, USA
Contact:

Post by vdecampo »

Amundo wrote:How do you poll the keyboard? It seems to "stick" when I fire with CTRL.
I am using MultiKey for the input. You mean it keeps firing as if CTRL was pressed? I have not seen this behavior.

-Vince
kyja
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Joined: Jan 19, 2008 5:04
Location: USA
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SAD :(

Post by kyja »

I too feel old remembering this game but thats not what I am sad about.

1.9 ghz AMD Turion 64 x2 running win32 vista with 2 gb ram

your game does not launch. I even tried xp emulation in properties.

I was hoping to walk down memory lane with you on this one.
hope this report helps with future releases.
vdecampo
Posts: 2992
Joined: Aug 07, 2007 23:20
Location: Maryland, USA
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Re: SAD :(

Post by vdecampo »

kyja wrote:I too feel old remembering this game but thats not what I am sad about.

1.9 ghz AMD Turion 64 x2 running win32 vista with 2 gb ram

your game does not launch. I even tried xp emulation in properties.

I was hoping to walk down memory lane with you on this one.
hope this report helps with future releases.
I just tried it on my Vista Ultimate box and it ran with no problems.

Vista Ultimate 32bit
Intel Core 2 Duo 2.33Ghz
4 Gb RAM

Not sure what the problem could be. Anybody got any idea?

-Vince
DrV
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Post by DrV »

It launches fine here (32-bit Vista Ultimate, AMD Athlon x2 4200+, 2 GB RAM), but it crashes when I hit Esc at the main menu.
vdecampo
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Joined: Aug 07, 2007 23:20
Location: Maryland, USA
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Post by vdecampo »

DrV wrote:It launches fine here (32-bit Vista Ultimate, AMD Athlon x2 4200+, 2 GB RAM), but it crashes when I hit Esc at the main menu.
Hmmm. I don't get a crash on my Vista Ultimate. I wonder what it could be. Do you have a debugger you could run on it to see what is crashing?

-Vince
DrV
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Post by DrV »

It's crashing inside NTDLL somewhere, in RtlFreeThreadActivationContextStack; I'd assume it's some kind of race condition in the shutdown code (maybe in FBSound?). There are no symbols, but I don't see anything useful in the backtrace anyway (the stack is corrupted).
vdecampo
Posts: 2992
Joined: Aug 07, 2007 23:20
Location: Maryland, USA
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Post by vdecampo »

DrV wrote:It's crashing inside NTDLL somewhere, in RtlFreeThreadActivationContextStack; I'd assume it's some kind of race condition in the shutdown code (maybe in FBSound?). There are no symbols, but I don't see anything useful in the backtrace anyway (the stack is corrupted).
I added some manual shutdown code for FBSound. I hope that fixes the crash on exit.

-Vince
DrV
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Post by DrV »

I redownloaded the file from the first post (updated, I guess? the exe is different at least), but it still crashes in the same way.
vdecampo
Posts: 2992
Joined: Aug 07, 2007 23:20
Location: Maryland, USA
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Post by vdecampo »

DrV wrote:I redownloaded the file from the first post (updated, I guess? the exe is different at least), but it still crashes in the same way.
Oh well. My work-around would be to just not exit the game! ;-)

Cheers!
-Vince
Landeel
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Joined: Jan 25, 2007 10:32
Location: Brazil
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Post by Landeel »

Very good!!! It reminds me of my old Atari 2600!!!
Amundo
Posts: 57
Joined: Feb 26, 2007 0:25

Post by Amundo »

vdecampo wrote:
Amundo wrote:How do you poll the keyboard? It seems to "stick" when I fire with CTRL.
I am using MultiKey for the input. You mean it keeps firing as if CTRL was pressed? I have not seen this behavior.

-Vince
No, Vince, I mean the "feel" of the game seems to slow down when CTRL is held down in addition to a direction key.
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