Version 0.7 released 24 July 2009.
The Tombs of Asciiroth is a free, open source game you can play right now
in your browser. It has arcade, puzzle and exploration-style game play in an
extensive world of font-based abstraction.
If it looks a little old school, it's only because I've been trying to
make this game since 1980. But other things kept getting in the way. Hope you
have some fun with it.
Play Asciiroth one of two ways:
Online |
Play Asciiroth using Firefox, Chrome
or Safari. IE8 works, but it's slower. There's no
registration or server account needed. If it says "Install Google Gears" to the right, you can
install that plug-in to save your games.
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Your browser supports saving games! |
Desktop |
Install Asciiroth using Adobe AIR. Windows, Mac or Linux. This is the
"hold it in your hands, works everywhere" way to play.
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Install Adobe Air
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The guide talks tactics and introduces many of the things you'll find in the game.
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News: The game has been updated to work in Safari 4, Chrome, and Adobe AIR 1.5.1.
You don't need to install a plug-in to save games in these browsers.
A new scenario will be coming sometime this year, and that will wrap up a 1.0 release. Over a dozen
new pieces are available in the level editor, including pieces for more RPG-style play.
Thanks to everyone who has written in with comments, bug reports, and suggestions! It makes
it all worthwhile to hear someone finished the game.
Latest Builds
If a more recent build exists than the release build, it will be available
here:
Game: Web
Version, Adobe AIR Version
Editor: Adobe AIR Version
The Code
The game has been made with the Google Web Toolkit, Eclipse, and Ant. Currently you
must use Adobe AIR 1.1 for that version of the game/editor, as the 1.5 version has a new
WebKit JavaScript engine that doesn't work:
If I can ever figure out why... I'll fix it.
The
Ant script also bundles the game using Adobe AIR for distribution to end
users. If you retrieve the code and can't get set up to work by looking at
the build.properties
file, please email me.
Patches welcome... you can also create
scenarios which doesn't require any programming, and is probably more
valuable to everyone's overall enjoyment of the game.
Release Notes
0.7
Updated to GWT 1.7. The game will now work in Safari 4 and Adobe AIR 1.5.1.
Support for HTML 5 database persistence. On Safari 4 you no longer need a plugin to save games, it
will just work. I expect the same to be true of Firefox as well, in some future release.
Tons of new pieces: waterfalls, rafts, bridges, campfires, mushrooms, kiwis, apples, bread, daggers,
slings, hammers, colored wall pieces, trash heaps, haystacks, pressure plates, crevasses, pylons and
crystals to open the pylons (most to create a scenario that's a little more RPG, a little less puzzle-oriented).
Ranged weapons can (optionally) require ammo to use, and you can place ammo in the editor.
Chests/crates can hold multiple items.
This is getting to a pre-release state. What holds me off from designating 1.0 is that I will take
a final pass for bugs due to all the new pieces, and I would like one more good scenario in the final
release (having cut my teeth on the TOA scenario, I feel I can do better, and only a small fraction
of the available pieces and capabilities are in that scenario.)
0.6.3
Fixed bug where you couldn't finish TOA scenario, a but that users would not find until being literally
one step away from victory. Easily the meanest thing I've ever done as a programmer, if not
the Hooloovo.
0.6.2
Scenario updates/fixes.
0.6.1
Updates to the gold castle scenario.
0.6
New scenario, usability enhancements to map editor, some bug fixes.
0.5.2
Fixed a bug that messed up the ending of the TOA scenario; worked on performance.
The game now works quite well in IE8 although there are some further steps that can be taken.
0.5.1
Save game did not work correctly (SQL was wrong).
0.5
You can now save a game under a different name, so you can have more than one save point in a
game. You can now load a scenario from the new game dialog (AIR only), so they don't have
to be included directly in the game. Map making instructions are updated to describe how
to create a functional stand-alone scenario, and the editor allows you to enter the scenario data,
so that closes the loop on that. Bug fixes to maps and pieces, mostly minor to the game,
although you can now pick stuff up that lands on low terrain like chests, crates and urns.
0.4.3
Addresses focus goofiness, and keyboard shortcuts not working to control the browser.
0.4.2
Fixes for a number of reported bugs. Keyboard mapping revised to work on international keyboard layouts. Font symbols revised for better compatability. Mouse-based navigation improved a bit.
0.4.1
Fixed a bug that hanged saving when there's something continually flying through the air.
0.4
This is a complete release. After this, I'll try and keep things backwards compatible.
- The main TOA scenario and a tutorial are done (probably will be tweaked further).
- New game pieces (pushers, sliders), new critters, now organized in groups in the map editor
- Refinements to both the game and map editor UIs
- Performance work (bit flags, compile-time class swapping, etc.).
- Bug fixes, of course.
0.3
- A large number of new pieces have been added, including many more
agents and some pretty entertaining puzzle pieces like the reflector and
the force field.
- The "AI" (if you could call it that) has been improved. Agents navigate
doors and corners now, and use breadcrumb pathfinding to track the
player.
- The map editor now includes the ability to play a map in preview mode,
which is extremely helpful when developing maps. See the help doc from
within the editor.
- A lot of cleanup of the code, and expansion of lifecycle methods.
0.2
Initial release on icculus.org.
Planned
- Localization, if anyone wants to translate it (easy to do with GWT)
- Implement WHAT 5 storage provider, so you can save games as this becomes available in browsers (particularly Safari).
- More pieces as really worthwhile ideas come up. (Should look over ZZT for relevant ideas.)
References
Some helpful sites for designing the visual appearance of pieces: