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DarkBASIC Discussion / 1st DB project - ORB ATTACK - how does it run?

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jimbo1913
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Posted: 19th May 2003 02:03
hello

this is my 1st DB project [href]www.jmcdev.co.uk/orb.zip[/href] (bet most ppl do a variation on this 1st time

does it run ok on anything under a 500m/hrtz pentium? loads of objects and sprites - dont comment on the erm, technology please!

btw the DdDd thing on the website is a red herring - it was a gambling game but since getting DB ive decided im gonna resurrect an old car game i wrote for the Atari ST.

btw whats the best model viewer availible freely? i cant seem to find a decent one.
from future review of next game....
'..while the programmer of this game may not be God-like he certainly represents the next step in human evolution. (10/10).'
Pricey
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Posted: 19th May 2003 22:28
i just downloading it now! it sounds cool :-}

I don't know i can't tell!
I push the button and run like hell!
Pricey
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Posted: 19th May 2003 22:34
that's soooo cool. but it runs really slow on my AMD 500mhz

a couple of things wrong...

bullets go through pillars
enemys go through pillars

apart from that it's quite good x-d

I don't know i can't tell!
I push the button and run like hell!
freak
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Posted: 19th May 2003 23:05
quite nice for a first DB project!

it runs fast here but I have a duron 1200mhz with 512mb ddr333 and a gf4 ti 4800 SE

you might check your collision by calculating the distance between your player and those pilars, and not by using DB collision methods
jimbo1913
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Posted: 20th May 2003 12:28
Thanks guys.

The bullets shouldnt go thru the pillars (they dont here) but the baddies should (its not an excerise in AI - its just me getting used to DB).

I have to say Im very impressed with DB. Very easy to use although the lack of TYPEs will annoy me later on.

Does DBpro support TYPEs? ie:

type baddie
xPos: real 0
yPos: real 0
zPos: real 0
etc
endtype

And if it does can you have arrays of types?

from future review of next game....
'..while the programmer of this game may not be God-like he certainly represents the next step in human evolution. (10/10).'
Danmatsuma
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Posted: 20th May 2003 12:36
Yeah it does, but so does 1.13/enhanced if you use darkEDIT

ZX Spectrum 48k Issue 3, Radio shack Tape drive, Rank arena 12" T.V. set.
freak
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Posted: 20th May 2003 14:07
you mean different types of variables?

you have integers (the regular variables)
for example: a=5

you have reals
for example: a#=5.432156

you have strings
for example: a$="fsdfsd frz1235.12zeriu"

you also have all these types in arrays:

a(x,y,...)
a#(x,y,...)
a$(x,y,...)
jimbo1913
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Posted: 20th May 2003 15:10 Edited at: 20th May 2003 15:16
I got DB enhanced and Dark Edit Whats the syntax Dan?

No Freak - TYPES like records. Thanks for the tip on DB collisions btw - they are slow arent they.

In the obove expample you would reference a TYPE like so
bad_guy1=NEW baddie
bad_guy1.xpos=0:bad_guy1.ypos=0
etc

from future review of next game....
'..while the programmer of this game may not be God-like he certainly represents the next step in human evolution. (10/10).'
Cras
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Posted: 20th May 2003 15:53
its goes slow when accelerating, but then suddenly the whole game gets fast when full speed :-s

uk.geocities.com/maniacimagine check it out. ill soon be formally opening it.
freak
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Posted: 20th May 2003 18:30
In the obove expample you would reference a TYPE like so
bad_guy1=NEW baddie
bad_guy1.xpos=0:bad_guy1.ypos=0
etc


you mean you have a variable bad_guy1.xpos and a variable bad_guy1.ypos? so then bad_guy1 is the 'main description' of the variable, and ypos and xpos are 'sub descriptions', like in an array?

then you can just declare the array:

dim bad_guy1(1)
dim bad_guy1(0)=0 (the xpos variable)
dim bad_guy1(1)=0 (the ypos variable)


or you can also include the number of the bad guy in the array:

dim bad_guy(100,1)
dim bad_guy(1,0)=0 (the xpos of the badguy nr 1)
dim bad_guy(1,1)=0 (the ypos of the badguy nr 1)


or am I misunderstanding you? I actually never heard of types, or I thought they were the different types of variables like strings, reals and integers...
Pricey
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Posted: 20th May 2003 19:18
blitz basic uses that... i miss blitz

I don't know i can't tell!
I push the button and run like hell!
Danmatsuma
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Posted: 20th May 2003 19:31
Look in the darkedit help, the syntax is almost identical to blitz, except instead of what you put:

type baddie
xPos: real 0
yPos: real 0
zPos: real 0
etc
endtype

you'd use:

type baddie
xPos as float
yPos as float
zPos as float
`etc
endtype

Indi is the master of types, look in the code snippets for some examples by him.
I don't use them so much, I make indexed multidimensional arrays

ZX Spectrum 48k Issue 3, Radio shack Tape drive, Rank arena 12" T.V. set.
Hamish McHaggis
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Posted: 20th May 2003 19:36
Lol! Thats good a bit slow but gets running once some of the baddies are gone. All the baddies seem to accumulate in one point and all head for you if you move around. Also, are you meant to dies if the baddies hit you?

cuRant PRogekt: a three-de map editer
Why the hell'd you ask me for crying out loud!?!
Athelon XP 1400 Plus - Nvidia Geforce MX400 - 256mb RAM
jimbo1913
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Posted: 21st May 2003 00:38 Edited at: 21st May 2003 00:39
cheers for the help dan
I hate multi-dimensional arrays - ugly ugly ugly

Hamish, thats slow on a 1gig+ machine? jesus! DB may not be what Im looking for after all.

from future review of next game....
'..while the programmer of this game may not be God-like he certainly represents the next step in human evolution. (10/10).'
freak
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Posted: 21st May 2003 01:29
it might just be the collision method which is too heavy for his processor (then it has nothing to do with his 1 gb of ram)
anyway there are enough db games/demos made which show that you can make fast 3d with DB, you just have to know how (and this is your first project, I'm sure you'll be able to make faster things when you have a bit more DB programming experience)

[href]www.bernardfrancois.com[/href]
jimbo1913
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Posted: 21st May 2003 01:45 Edited at: 21st May 2003 02:46
I meant gig as in gigahertz.

I think your right about the DB collision routines though - I originally used SET OBJECT COLLISION TO BOXES and it ran slow on my AthlonXP 2000+, Radeon 9000 128meg.
I changed this to MAKE OBJECT COLLISION BOX (after much searching thru the DB help and tutorial files) which speeded things up no end. Ill probably just have to just write some 'proper' (ie totally kludged) col detec routines of my own.

BTW : the 'my 1st DB project' thing is a bit of misnomer - the erm, 'project' is really just about me finding out the basics of DB and seeing what its capable of.

from future review of next game....
'..while the programmer of this game may not be God-like he certainly represents the next step in human evolution. (10/10).'
freak
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Posted: 21st May 2003 15:56
BTW : the 'my 1st DB project' thing is a bit of misnomer - the erm, 'project' is really just about me finding out the basics of DB and seeing what its capable of.

lol, i know

[href]www.bernardfrancois.com[/href]
Hamish McHaggis
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Posted: 21st May 2003 20:51
Are you hiding all the objects off screen?

cuRant PRogekt: a three-de map editer
Why the hell'd you ask me for crying out loud!?!
Athelon XP 1400 Plus - Nvidia Geforce MX400 - 256mb RAM
jimbo1913
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Posted: 22nd May 2003 05:52 Edited at: 22nd May 2003 06:07
no - im hiding nothing, but that seems logical - if its not on screen just update its position.

In this im not even storing any object positions, just using MOVE OBJECT and OBJECT POSITION x/y/z(). Seemed elegant at the time.

So, if I do a loop before the SYNC, hide the object, check if its on screen then show it if it is should speed things up?

Ill try that. Heres the code i used:



that seems to speed things up a bit - seems to me the rendering engine should take care of that or am I missing a major point (im new to 3D)

from future review of next game....
'..while the programmer of this game may not be God-like he certainly represents the next step in human evolution. (10/10).'
freak
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Posted: 22nd May 2003 15:00
you could also add some lines to your code to hide objects which are far enough

lets say object 1 is your player object:


[href]www.bernardfrancois.com[/href]
freak
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Posted: 22nd May 2003 15:00
ow the esle had to stand on the next line offcourse

[href]www.bernardfrancois.com[/href]
jimbo1913
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Posted: 22nd May 2003 23:10
Thanks for that Freak.

from future review of next game....
'..while the programmer of this game may not be God-like he certainly represents the next step in human evolution. (10/10).'
freak
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Posted: 22nd May 2003 23:11
no problem can you show your program again when it's a bit advanced compared to the post on top of this thread? i'm curious

[href]www.bernardfrancois.com[/href]
jimbo1913
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Posted: 24th May 2003 01:33 Edited at: 24th May 2003 01:36
its a complete 'game' now (as in there are levels, you die and the game starts over - anything over 100 is a good score).

http://www.jmcdev.co.uk/orb.zip

thats as far as im taking it im afraid.
i was thinking of making a robrotron/defender 3D thing out of it (i still might) but this remake compo looks like fun so im gonna do a snes remake for the retro-remakes compo next

my 1st REAL DB project

from future review of next game....
'..while the programmer of this game may not be God-like he certainly represents the next step in human evolution. (10/10).'

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