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DarkBASIC Professional Discussion / *** Christmas DBPro Minimal Media Coding Competition ***

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Turtle Soup
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Posted: 22nd Dec 2007 01:53
hmmmm
best get that bannar fixed =/

<img src="http://i108.photobucket.com/albums/n11/turtlesoup_luke/bannar.jpg">
BMacZero
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Posted: 22nd Dec 2007 02:43
Turtle, try:


My entry is getting along - it's a shooting-gallery-style game.

Those greedy kids are invading the North Pole, and the only thing that can get rid of them is presents! You have to shoot presents at the kids to hold them off, but how long will it be before their strength in numbers pays off?

I'll post code when I have a scoring and health system.


"Ok, so that wasn't funny. I don' have any good Christmas jokes."
gbark
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Posted: 22nd Dec 2007 03:08 Edited at: 22nd Dec 2007 03:09
Haha, sounds awesome, bmaczero! My game is kind of like when a side-scrolling airplane "bomber" game meets Santa. Looks like we're getting all sorts of genres here!

Oh, and congratulations Ric!
BMacZero
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Posted: 22nd Dec 2007 03:20
Thanks, gbark. I agree, we should see lots of interesting variety. I wonder how many people will enter? Hopefully more than did on the text adventure compo

Attached a screenshot. The red boxes are placeholders for the kids. You can see me shooting presents at them. I was going to texture the walls as Santa's workbenches, but I decided to leave them this way and call them ice blocks


Quote: "Oh, and congratulations Ric!"


Indeed, same here.


"Ok, so that wasn't funny. I don' have any good Christmas jokes."

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DB PROgrammer
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Posted: 22nd Dec 2007 05:47
I am wondering how you guys are doing animation for your objects as I can not seem to find out how?

I keep runing nowhere fast!
Xenocythe
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Posted: 22nd Dec 2007 07:18
It's just limb manipulation.


Productivity on Hassassin has increased tenfold.
Turtle Soup
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Posted: 22nd Dec 2007 11:28
thanks bmaczero..
=]

i too use "ice blocks"
my games a side scrolling platformer where you pay as a snowball....ok...white sphere
ive almost done level 1 (always takes the longest to do)

@bmaczero:
liking the screenshot btw



Bongadoo
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Posted: 22nd Dec 2007 12:36
@DB PRO

Quote: "I am wondering how you guys are doing animation for your objects"


Below is my code for a previous comp, it involves an animated figure. I simply glue limbs together with cubes for joints and then manipulate the joints. Hope that's of some use.



while death = 0 : life() : endwhile
Sven B
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Posted: 22nd Dec 2007 13:57 Edited at: 22nd Dec 2007 14:04
I also did one in Ric's challenge thread. (Make a shooter challenge).



Animation is basically creating an object with linked limbs, and rotating them (usually in a function so you can apply it to all animated objects).
There are different methods though. In this entry I'm making (for christmas) I use a variable called keyframe and keyInc. The animation loop, I start with inc keyframe, keyInc, the limbs rotate depending on keyframe. That way, by simply changing keyInc to -keyInc, you can reverse the animation and create a smooth loop.

In the code I just posted, I simply used one variable: aph (animation phase) and change it when the rotated limbs apply to a condition to start the next process of rotating limbs.

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
BMacZero
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Posted: 22nd Dec 2007 19:03 Edited at: 22nd Dec 2007 19:04
I now have health, and the enemies throw snowballs at you if you take to long giving them their presents. They appear faster and throw faster as time goes on...maybe a little too fast

This screenshot shows me getting pulverized

Edit: And you might notice that I added a little target instead of the mouse cursor.


"Ok, so that wasn't funny. I don' have any good Christmas jokes."

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thorin
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Posted: 23rd Dec 2007 00:20
Hello everybody

I'm new here but I would like to show what I have done with the minimal media.

the story
It is the year 2036 and santa switched from his classic sledge to a more modern variant. The demo shows him approaching earth through the twilight zone near his home.

Here is a picture:





When running the program please please note the moving sky and the gifts coming along.

[img]null[/img]

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AndrewT
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Posted: 23rd Dec 2007 03:58 Edited at: 23rd Dec 2007 04:00
I've been working on a simple 2d game for a day or two now, I thought that I'm far enough now to post it here.



bahh, I know it's messy. But at least it works.

asdsdfaghkdlgahdfkj.
BMacZero
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Posted: 23rd Dec 2007 04:16 Edited at: 23rd Dec 2007 04:21
@AndrewT

I like the game! Except that level 99 was close enough to impossible...level 90 was a nice challenge, though!

@thorin

Cool ship, I like the booster flame on the rocket. I hope you plan to make it into a game!

Edit:
@TEH_CODERER

I'm interested in using your code to change the present's colors, just for a little variety, but how do you retexture the box in the new color? When I tried to, it just put the whole picture across each face, even when I scrolled and scaled it.


"Ok, so that wasn't funny. I don' have any good Christmas jokes."
AndrewT
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Posted: 23rd Dec 2007 04:31
@bmaczero:

Lol, I know, I wanted it to be like that. In fact, I can't beat the game on any level past 30.

asdsdfaghkdlgahdfkj.
BMacZero
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Posted: 23rd Dec 2007 05:04 Edited at: 23rd Dec 2007 05:12
I beat level 90 . I must have cheated .

Lets see how high I can get

Hmm...I beat level 93, but when I try to go higher it lags pretty badly. On level 95, the timer got to about 50 before I had to start dodging.


"Ok, so that wasn't funny. I don' have any good Christmas jokes."
AndrewT
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Posted: 23rd Dec 2007 05:19


@ bmaczero

I've updated it a bit, mainly the speed of the enemies. Tell me watcha think. Is it too easy??

asdsdfaghkdlgahdfkj.
TEH_CODERER
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Posted: 23rd Dec 2007 11:46
@bmaczero - Works here. Try the example below. Use '1' and '2' to change texture.



Attila
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Posted: 23rd Dec 2007 21:22
@thorin

I tried your demo, it works and I like it very much

Attila
Tom J
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Posted: 23rd Dec 2007 22:21 Edited at: 23rd Dec 2007 22:28
I have worked a bit on my entry, and it has a fully working engine now, with a few levels. However, I still have a lot to do and the code is quite messy.

I also made use of TEH_CODERER's colour changing code to make some green and blue presents. And I will hopefully keep that in, assuming that it is alright with you TEH_CODERER

Hopefully I can head onto more level design for this game now.

//edit// In the top left corner of the screen is a counter recording the number of moves you have made on a level. See what the lowest number of moves you can make on a level is . As there are multiple ways in which to attempt a level, some methods being quicker than others //



BMacZero
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Posted: 24th Dec 2007 01:51 Edited at: 24th Dec 2007 02:32
Thanks, TEH_CODERER, that worked. I was trying to texture a standard cube before, it worked better when I retextured the present.

Here's my entry so far. It doesn't have a menu or directions yet, but the basic game is in good working order. Use the left mouse button to shoot presents, aim with the mouse.

EDIT: Updated. Now with difficulty levels and a small intro!




"Ok, so that wasn't funny. I don' have any good Christmas jokes."
TEH_CODERER
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Posted: 24th Dec 2007 01:54
@Tom J - Of course you can! I posted it purely to help out so if you found it useful then it was a success!

@bmaczero - Thought that might be the case! No problem!

gbark
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Posted: 24th Dec 2007 04:23 Edited at: 24th Dec 2007 04:24
Here's what I'm working on so far -- I have some basic movement (no collisions yet though) and some scenery to fly past. I'm using DBP's shadow shading to achieve some shadows, but I'm a bit concerned about the FPS...

For me it dips occasionally when I fly over a building, which really worries me considering I haven't even put in any collision or gameplay in it yet. Anyone here wanna have a shot with it and tell me what kind of results you're getting?

I really need some sort of shadows in the game to help judge distance, I don't want players becoming frustrated because they crash into the ground without realizing, yet I'm starting to think DBP's default shadows are not the way to go. Of course, it could just be my laptop but I want to get some other opinions.



Cheers!
BMacZero
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Posted: 24th Dec 2007 04:34
Wow, that looks excellent! The FPS stayed right around 49 for me, no problems.


"Ok, so that wasn't funny. I don' have any good Christmas jokes."
BillR
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Posted: 24th Dec 2007 07:27 Edited at: 24th Dec 2007 07:28
@Tom J - something isn't working for me, the left and right arrow keys rotate the screen, but nothing else happens.

What should be happening, or what am I missing.
A few more instructions would be nice, also a way to skip past the intro text. Maybe print all the intro text without any wait statements, except for the final wait key command.

Thanks
BillR
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Posted: 24th Dec 2007 07:36 Edited at: 24th Dec 2007 07:36
@gbark - Wow, really nice!
I get 65 fps
AMD Athlon 1800+ MP - Dual processor motherboard
nVidia GeForce3 Ti/200 64 Meg video card
Win XP SP2 - 1 Gig RAM

Fairly old system, good frame rate from your demo
DB PROgrammer
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Posted: 24th Dec 2007 08:04 Edited at: 24th Dec 2007 08:13
That is really cool gbark. I got 100 FPS with

AMD Athlon XP 1500+
ATI Radeon 9600 Series 256 MB
Windows XP
512 MB Ram

I love the smoothness of the movement.

Edit:
BTW I like the Shadows they look good on my computer.

Edit again:
BillR you probobly only got 65 fps because he set the sync rate to 60. I bet if you turned that off it would go faster.

Bongadoo
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Posted: 24th Dec 2007 11:52
@gbark

Very nice. I'm up staying with the old folks for Christmas so having to use my dad's laptop, and I get 180fps with an integrated video card (although that is without shadows on as it crashes when trying to use them).

while death = 0 : life() : endwhile
kaedroho
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Posted: 24th Dec 2007 13:02 Edited at: 24th Dec 2007 13:07
heres a game i made a while ago:
Attila
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Posted: 24th Dec 2007 16:03
@tom_j, nice game
Tom J
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Posted: 24th Dec 2007 17:08
@BillR: When the screen is rotated with the left and right keys, the presents on screen should fall downwards. Do the presents move at all when you rotate the screen? Also, what version of DB are you using?

I'll put some instructions in my next release. Basically, the objective of the game is to use the left and right keys to control the positions of the presents and make the all of the presents on screen collide with the same coloured destination. Sorry if that is a little confusing

Also, on lines 13 & 27 (I think) of the above code snippet are Remstart and Remend commands, each with a REM in front of it, if you remove the REM's then you can skip the long intro bit

@Attila: Thanks It's good to know that you enjoyed the game.

BMacZero
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Posted: 24th Dec 2007 17:27 Edited at: 24th Dec 2007 17:45
I have the same problem as Bill, the presents don't move at all when I rotate the screen. DBP 6.6.

Edit @AndrewT:
I got a message saying my computer didn't support 32 bit graphics. It worked fine when I set ForceScreenResolution to 0.

Wow, that's fast! I'll say 99 is completely impossible now. I couldn't beat 90 either, but 85 was a good challenge.


"Ok, so that wasn't funny. I don' have any good Christmas jokes."
AndrewT
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Posted: 24th Dec 2007 17:41
@gBark: Woww! That's awesome! It stays at 60 fps if i have sync rate 60, but goes up to about 500 if I change it to 0.

asdsdfaghkdlgahdfkj.
thorin
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Posted: 24th Dec 2007 19:10
I used the quit time at christmas eve to expand the program. Now the ship can shoot, too. Can you get all the gifts?

The story...
It is the year 2036 and santa switched from his classic sledge to a more modern space ship variant. The demo shows him approaching earth through the twilight zone near his home. But like satellite's the lost packages from last year block his way down and he has to shoot them down...

==> use spacekey to fire and left-/right-key to move the cam

Technical hints

- each time a packet is hit the sprite for the explosion will be generated, assuring each explosion looks a bit different.

- watch the packets passing the ship, coming out of its shadow and lighted by the engine

Jammy
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Posted: 24th Dec 2007 20:28
@ Tom J , Sorry the present does not fall down here either – DBP version 6.6

@ bmaczero , Looking Good and think you have the right idea of getting the game play right then adding fancy graphics – Though i always fall into the temptation of doing it wrong.

@ gbark, Looks Fantastic – Get a steady 64 FPS with sync rate at 60 ( why is that ?, Not just your game, but all the time !!! ) and it gos up to 290 FPS with sync rate at 0. I have a 3500+ AMD, G-force 6600(128 MB) and 2 G of ram.

I know that the Compo – Recommends

Quote: " Please keep in mind that just because a program runs well on your machine does not mean it will perform the same for others. Other people who may wish to try out your program (including the judges) may have machines with different specs from yours - you should keep this in mind if you want other people to see what you do - don’t go over the top just because your machine can handle it "


But does anyone know what PC specs we should be targeting our programs for ?

RUCCUS
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Posted: 24th Dec 2007 21:37 Edited at: 24th Dec 2007 21:39
So I just want to clarify;

You've said we're allowed to program external map editors to create our own media, as long as we include the source code + map editor executable with our entry. Does this only go for maps, or can we make all media in external media-creators that we make (characters, textures, etc. )? As long as we include the source, and the editors dont use any external media unless again, created by code / a program we've written.

Also, is there a good chance those that ONLY use the provided media will be judged higher than those that have created their own, based on creativity of using 1 piece of media?

My current idea needs a few key characters in it and a sleigh, this is why I'm wondering.

BillR
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Posted: 25th Dec 2007 06:46
@Tom J - Thanks for the rem info, it worked great.

Yeah, I also have DBPro 6.6, and the present never moves after any rotation.
TEH_CODERER
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Posted: 25th Dec 2007 09:23
Merry Christmas everyone! w00t! Have a great day and good luck with your entries!

Tom J
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Posted: 25th Dec 2007 12:07
Hmmm... then the problem must be with different DBP versions because I was using version 6.3 to make the game. I probably didn't want to go to 6.6 because there were complaints of it being slower.

I'll update my DB to v6.6 then and try to sort out the code, which doesn't seem to work properly in that version.

Anyway, on a more positive note, Merry Christmas everyone

TechLord
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Posted: 26th Dec 2007 03:14 Edited at: 26th Dec 2007 17:18
DB PROgrammer
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Posted: 26th Dec 2007 08:32 Edited at: 26th Dec 2007 10:14
Well I just started up DBPro and my source code was gone I still have my level editor code and my media code but my main engine is gone so I may not be able to complete it again in time

Edit:
I Rewrote the 600 easy lines now only about 1000 more to go, I might actualy make it lol!

BillR
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Posted: 26th Dec 2007 13:05
@DB PROgramer - sorry to hear about your main engine code being gone.

You need to rev your code writing sessions, and save often! every hour or two.
source-1
source-2
etc.

That way the most code you will ever lose is an hours worth.
All professional coders rev their work many, many times each day.

Good Luck!
Sven B
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Posted: 26th Dec 2007 13:18 Edited at: 26th Dec 2007 13:19
What's rev?

I usually make a new directory called "Backup", and copy every few hours my source code in that directory. When I make a mistake, and I don't know anymore how to fix it, I can start it all over with a different approach that might work better.

Bad to hear about your code. But when I usually rewrite code, it goes alot faster since you did all the thinking already in the first code...

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
TechLord
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Posted: 26th Dec 2007 17:19 Edited at: 27th Dec 2007 19:00
BillR
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Posted: 27th Dec 2007 02:30 Edited at: 27th Dec 2007 06:01
@Sven B - rev is short for revision
A backup folder works well also, good for you.

All programmers should save their work often, and change the saved file name each time, hence a revision(rev) number increase with each save.

If they don't change the file name, simply saving the source often does no good if one save messes up the saved file, then all is lost.

Just trying to help 'DB PROgramer' and others so they don't lose all their work in the future.
DB PROgrammer
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Posted: 27th Dec 2007 04:36
Quote: "You need to rev your code writing sessions, and save often! every hour or two."


The funny thing is that I used to do that and then I stop, dumb idea i guess.

BMacZero
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Posted: 27th Dec 2007 05:45
Quote: "Just trying to help bmaczero and others so they don't lose all their work in the future. "


Hehe, don't worry, I always use this method. I had about 50 for my text adventure Reality Bend, just went and cleaned most of them out


"Ok, so that wasn't funny. I don' have any good Christmas jokes."
DB PROgrammer
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Posted: 27th Dec 2007 09:35
Just wondering if we are judged at all by the neatness of our code?(Hope not)

Sven B
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Posted: 27th Dec 2007 10:57
Quote: "Just wondering if we are judged at all by the neatness of our code?(Hope not)"


I doubt we'll be judged at that...

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
DB PROgrammer
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Posted: 27th Dec 2007 11:13
Quote: "I doubt we'll be judged at that..."


Good as my code will look like crap. Anyway, I'm back to where I was before I lost my code

RUCCUS
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Posted: 27th Dec 2007 17:35
The neater your code is, the more efficient it will be. The more efficient it is, the more things you can do with less code. So, obviously, the better the game you can make in less code, is going to be more points to you.

I would hope the neatness of our code is judged

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