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DarkBASIC Professional Discussion / - DBPro Coding Challenges -

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Rich Dersheimer
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Posted: 17th Oct 2009 20:18 Edited at: 1st Dec 2009 14:42
Here's my entry. I didn't have time to do everything I wanted to do, but even so, I think it's okay.



Aurum Knight
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Posted: 17th Oct 2009 20:27
I meant to post before today, but after I finished typing a nice long message, I hit that annoying 'back' button on my mouse

@thenerd: Pretty good game I think it could be a lot better without much effort. Maybe you could add a better movement system instead of just turn/forwards/backwards, and maybe add mouse aiming too. After you did that maybe you could quicken the pace of the game, and make it much more addictive that way

By the way, you should take set font size out of the main loop, it REALLY slows the game down.

The WIP's are looking really good! I can't wait to play the other games

The deadline is about 11 hours 30 minutes from now.
Rich Dersheimer
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Posted: 17th Oct 2009 20:51
Quote: "The deadline is about 11 hours 30 minutes from now."


Oh. I thought it was midnight zulu time, which is in six hours, right about when I get home from work. If it's midnight server time, then I'll have six hours to finish it up when I get home. That would be nice, I could add an opening screen, and fine tune the target collision and AI. Either way, this has been a great learning experience, and I'm going to keep writing in DBPro!

Rich

Aurum Knight
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Posted: 17th Oct 2009 21:15
Oh, for some reason I didn't see your entry Rich It's pretty good, it has really good graphics What you need to work on is game play. Maybe make the other tanks shoot you, and more of them appear or something.
Rich Dersheimer
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Posted: 17th Oct 2009 21:29
Quote: "What you need to work on is game play. Maybe make the other tanks shoot you, and more of them appear or something."


Yah, agreed. If I have time tonight, my plan is to have several stages, where the number of targets change, they get faster, etc.

And the laser towers on the corners can get increased range and faster rates of fire.

I added some obstacles originally, but when I playtested, it really seemed more fun zooming around the big empty field looking for where the target just spawned. Maybe I could put in a pop-up laser tower at a random location. Or some random obstacles that pop up out of the ground, then slowly sink. Hmmm.....



Kira Vakaan
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Posted: 18th Oct 2009 02:00
Here's my final entry. I think I might be a minute or two late... I hope that's not a huge problem.

I wasn't able to implement multiple rounds per game just yet.

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Rich Dersheimer
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Posted: 18th Oct 2009 07:00 Edited at: 18th Oct 2009 23:18
Okay, here's the final version. Arum Knight, I took your advice and added more enemies. And I gave them better AI.

Here's the game rules.

Use the W A S D keys to move the hovertank. You won't have to fire the weapon, it's always on.

If you brush the beam up against one of the blue globes, you score a kill. But if the globe is too close to you, your tank takes some damage.

If you drive too close to the globes, they will veer towards you and explode against you.

In each corner is a laser that tracks you and will fire at you if you get too close.

If your hull integrity reaches zero, you lose. If you last for two minutes, you get a score, based on how many kills you made, and modified by the damage you took.

You can use the numpad keys to change the camera viewpoint, and the "5" key in the center will cycle through various camera angles.



Rich

EDIT: Well, crud. I just realized that my "ink" commands don't work in vanilla DBPro. They don't have the background color paramater. I have IanM's matrix dlls, and his ink command supercedes the DBPro one. It doesn't require the background color. I didn't realize this until I compiled the source on a machine that doesn't have IanM's utils. So, I've edited the above code to include the second parameter. I believe that's the only thing in my code that's non-vanilla DBPro.

Kira Vakaan
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Posted: 21st Oct 2009 01:47
The compo is over, right? Because if I've missed some important update stating otherwise, I'd very much like to fix the really stupid bugs I didn't have time to fix.
Aurum Knight
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Posted: 21st Oct 2009 04:39
Okay, sorry for being late on judging, I've been a little busy.

All the entries were really good considering the time provided. It'd be cool if you guys kept working on them

So, to cut the whole message short, the winner is Rich Dersheimer! The runner up is thenerd. Great job guys
aarrowh
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Posted: 21st Oct 2009 05:33
Lets see the next compo! I'm ready put in some entries!

(I hope)



Image thanks goes to AndrewT
Rich Dersheimer
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Posted: 21st Oct 2009 10:34
WOOT! That was fun, and I'm positively going to keep working on the Badger Mark IV Mod 5 Combat Hovertank.

Next challenge...

Something scary for Halloween! Design a full screen animation of something scary. The final product should be appropriate for all ages, and suitable for display in the window of a house where trick-or-treaters will visit. Possibilities: Jack-o-Lanterns, monsters, witches, costumes, candy, creepy, funny, 2D, 3D. Just make it big and animated.

The deadline is Sunday, October 25th, at midnight forum server time. Good luck!

BMacZero
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Posted: 21st Oct 2009 17:19 Edited at: 21st Oct 2009 17:20
Ooh, that'll be interesting with no media - *ponder*

Neuro Fuzzy
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Posted: 22nd Oct 2009 05:14
pumpkins?
Rich Dersheimer
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Posted: 22nd Oct 2009 09:56 Edited at: 22nd Oct 2009 11:21
Quote: "pumpkins?"


That's a great start!

Why do I feel like shooting some hoops, though?

Here's another version:



Rich Dersheimer
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Posted: 25th Oct 2009 16:02 Edited at: 29th Oct 2009 21:42
No entries for the Halloween coding challenge, so I guess I'll have to come with another one.

Rich

Valle
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Posted: 1st Nov 2009 18:40
I'd find something with inheritance very interesting
eg. Flowers with different attributes like colour, number of leaves etc. who mix together and create a new flower with mixed attributes. Animals, humans would be possible, too.


Rich Dersheimer
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Posted: 1st Nov 2009 19:05
Quote: "I'd find something with inheritance very interesting
eg. Flowers with different attributes like colour, number of leaves etc. who mix together and create a new flower with mixed attributes. Animals, humans would be possible, too."


Excellent idea! So, here's the challenge...

The player can add objects to the playing field/board/whatever. The objects can be 2D or 3D, but there must be a variety of "types" of object. The variety may be composed of color, shape, or any other attributes.

When a second object is added to the screen, it adds it's attributes to the first object placed. The two are combined to make the next generation object, the child of the first two. The child may inherit all or some of the characteristics of its parents. The characteristics may be dominant or recessive, but they must follow whatever rules you set up for the inheritance. The rules do not have to be apparent or obvious, they might be deduced as the game is played, or they can be stated before the game starts.

As Valle suggested, it could be flowers with different types of petals, leaves, etc. Or a creature with a variety of traits - like in Spore, but not as complex. Or anything at all really, as long as each new object adds its characteristics or features to the mix.

Contest ends in two weeks, midnight server time, Sunday November 15th, 2009.

RiiDii
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Posted: 11th Nov 2009 01:15 Edited at: 11th Nov 2009 11:05
Been a while since I did the challenges.

Here's a little stab at inheritance. It is not a full game, but you can move around and play with it. There are two attributes (well, maybe 4 if you count each color channel); Size and Color. There are growers (red cones facing up) have a positive size attribute, and shrinkers (the red cones facing down) have a negative size attribute. Running into the cones will change the player's size either up or down and reduce the amount of size changes that the object has, which can be seen as the object shrinks (regardless if it is a grower or a shrinker).

There are also painters and washers. Painters are cylinders and add their color attribute to the player. Washers are diamonds and remove their color attribute from the player. Both washers and painters lose their color attributes as they wash or paint the player. Painters and washers can be any of the three primary colors; red, green, or blue.

The idea of a game behind this would be some form of maze in which sections are separated by size gates and color gates, which would only let the player through if they are the correct size and/or color. Don't know if I will finish the game in time, but here are the basics.




Open MMORPG: It's your game!
Rich Dersheimer
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Posted: 11th Nov 2009 02:27 Edited at: 11th Nov 2009 02:28
Quote: "Here's a little stab at inheritance."


Little? LOL, that's a bunch of code!

The painters and washers have a very subtle effect, I wasn't able to change the color very much at all. With the cones, it's quite apparent when the size changes! It seems like the cubes don't do anything, were you planning another attribute changer?

Yeah, I can see how this would make a neat maze game. Hey maybe a "shape" attribute - square peg in the square hole kind of thing?

Anyway, I'm glad SOMEBODY has entered, I was beginning to feel like I had run everybody off!

Rich

RiiDii
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Posted: 11th Nov 2009 11:09
The cubes are the washers. They do subtract their color from the player. For example, take the player to a red painter and you will see a slight red tint added to the player. Go to a blue washer (cube or diamond) and you will see the player change to an orange or yellow tint as the blue is removed. Then hit a green washer, and the player should turn almost completely red.

I updated the code (in my previous post) so the painters and washers do their thing a little faster. That might help too.


Open MMORPG: It's your game!
Rich Dersheimer
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Posted: 11th Nov 2009 15:42 Edited at: 11th Nov 2009 15:49
Quote: "The cubes are the washers."


I guess I wasn't paying close enough attention.

EDIT: I see it now. I was just running over the objects once and then going to the next object. If you stay near one you can see the change happening over time. If you poke the end of the cone into the object, it kind of looks like a bird sipping from the object. Cool.

RiiDii
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Posted: 12th Nov 2009 02:20
It's been so long since I entered one of these. I think I will do two entries and compete against myself (assuming no one else enters).

This entry is a sort of backwards inheritance. Instead of the objects inheriting properties, there are code libraries called Buckets. Buckets inherit objects by "placing the objects in the buckets." Once a bucket inherits an object, it performs its function on the object. In this case, there's a move bucket and a turn bucket. When an object is placed in one of the buckets (and the object is not the player object 1) the object becomes clickable and stores the move speed or turn rate. Once the object is clicked, it moves the player object into the same bucket, and the bucket performs the move or turn commands on the player object.




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RiiDii
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Posted: 17th Nov 2009 17:00
HELLO?
HELLO?
hello?
h.ll.?
.....?


Open MMORPG: It's your game!
Rich Dersheimer
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Posted: 17th Nov 2009 20:44
Quote: "HELLO?
HELLO?
hello?
h.ll.?
.....?"


Heh heh - I was hoping for at least one more entry. But...

YOU WIN! That's some cool code, and looking back through the forum, you've posted quite a bit of cool code!

Congrats!

RiiDii
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Posted: 17th Nov 2009 22:24 Edited at: 18th Nov 2009 17:01
Here's the next challenge!!!


NOT YOUR AVERAGE BREAKOUT GAME


Create a better breakout game.
You may use the source code below to build on, or write your own.

Rule 1) Entries must be at least better than the source code breakout provided in order to qualify for this challenge. No points will be deducted or gained regardless if you choose to use the source code provided or not.
Rule 2) The game must be complete with potential to lose and/or win and be somewhat challenging (at least as challenging as breakout).
Rule 3) Bonus points awarded for a "professional feel," added effects, creative game design, or anything else that is deemed to add to the old game.

Option 1) The game may either be 2D or 3D with no benefit or disadvantage to either.
Option 2) The game may be significantly modified from the original breakout game, although the basic concept of using a "paddle" and "ball" in a manner similar to breakout to achieve the goal of the game is still required.

Scoring will be as follows:
>>Core qualifying breakout style game = 100 pts.
>>Professionalism (GUI, Controls, Information presentation) = +50 pts.
>>Game completeness (Start, End, Levels, Bonus Rounds?) = +50 pts.
>>Improvements to breakout game = +50 pts. per improvement. Max = 150 pts.
>>Effects and design (fun to watch and play) = +50 pts. per effect. Max = 150 pts.
>>Well documented code (remarks and easy to read) = +50 pts.
>>Judge's choice = +5 pts (good for a tie-breaker)

Note: Not all points in each category may be awarded. For example, a somewhat professional game might only receive 25 pts.

Two weeks puts us at December 1st, which would be about the time for a Christmas challenge; so the winner of this challenge would get the added honor of selecting the holiday challenge. I would recommend that be a big challenge since it is a holiday special.




Open MMORPG: It's your game!
MickeyIII
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Posted: 18th Nov 2009 03:03
This is a perfect opportunity, now that I have a little more free time, for me to do this challenge, because I've always been frustrated with collision, but Breakout has always been easy for me to make, and the collision is simple on breakout.

Oh, and RiiDii...this is supposed to be media-less. I noticed in your provided source code that there were spots where you have commented "use the load object command here,". I'm guessing that you loaded that up with an old project that you have which was supposed to later use media.

AND...with the judging criteria that you posted, and the fact that it's SUPPOSED to be NO MEDIA, would everybody agree that we should probably have...MAYBE 3 weeks on this?

So other than those requests...I'm in!!!
RiiDii
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Posted: 18th Nov 2009 04:46 Edited at: 18th Nov 2009 04:49
MickyIII. You are absolutely correct: 1) This was old code (not so old actually) and 2) that was left in there unintentionally. No media allowed per the rules. Although an entry could in theory create media to then be loaded.

I have no problems going three weeks with this. That would put the challenge completion date at December 8th, and probably a little more appropriate for a holiday challenge to start.

Any other thoughts on the target completion date?

Edit: I edited the code in my previous post to delete the "load object" remark.


Open MMORPG: It's your game!
Skyrift
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Posted: 18th Nov 2009 10:33
@ RiiDii:

When I try to compile, it keeps complaining about the "Find Free Object()" reference. I take it this function just gets the next free object number, but where is it? Some plugin I don't have?
RiiDii
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Posted: 18th Nov 2009 16:51 Edited at: 18th Nov 2009 17:04
Ahh yes - thanks Skyrift. I missed that one. My bad again. I have IanM's Matrix1 Utilities. I forget which functions/commands are his and which are native. Simply replace it with this function. I will update the code in the previous post and look through for other such issues.

Find_Free_Object()



Edit: I changed the challenge post code. I also removed IanM's Matrix Utilities plugins so I could find other issues. There was a line BallVector(0) = Find Free Vector(), which has also been edited out. Alternatively, it can simply be replaced with BallVector(0) = 1.


Open MMORPG: It's your game!
Monk
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Posted: 18th Nov 2009 17:20
And heres one I made earlier ... !



I don't really want to enter this challenge, but I thought that people could benefit from this, and this was done in less than 2 weeks, so a better one could easily be made in 3!

Valle
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Posted: 19th Nov 2009 00:19
haha, combining pong and breakout this way is just awesome , nice idea monk!
maybe i'll enter too


Rich Dersheimer
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Posted: 19th Nov 2009 12:42
Quote: "Any other thoughts on the target completion date?"


Three weeks sounds good to me - that will give me more time to learn about collisions and changing the heading/speed of objects.

RiiDii
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Posted: 19th Nov 2009 16:56
Ok. Three weeks it is. Entries will not be accepted after December 8th.

That's a tough game Monk. It almost seems like a personality/psychology test. If you can play the game well, you can multitask and have strong combined left/right brain development. And if you can't play the game well, then you are focused, and are probably a specialist in either abstract skills or logical skills.


Open MMORPG: It's your game!
Rich Dersheimer
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Posted: 19th Nov 2009 23:46
I'm using mousex() to position the "paddle" for my entry, I really like the responsivness of it. The only problem is when I move the mouse outside my 800x600 window and don't notice where it went off. The paddle stops and I lose a life, waaaaah!

I like the game in 800x600, it runs fast, and I'm pretty sure it will run on any machine. But if I make it full screen to avoid losing the mouse at the edges, all the graphics are jaggedy on my extra big monitor.

I want the graphics to look good, I want the game to run fast, and I want to use the mousex position for my paddle. Any suggestions?

Mobiius
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Posted: 20th Nov 2009 08:08 Edited at: 20th Nov 2009 08:09
Increase the resolution or run in full screen exclusive mode.

Or activate anti-aliasing using windows dll's or something.

[Edit] Or use position mouse every frame to prevent the mouse from leaving the screen.

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Rich Dersheimer
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Posted: 20th Nov 2009 21:18 Edited at: 20th Nov 2009 23:52
Quote: "Or use position mouse every frame to prevent the mouse from leaving the screen."


I tried that, sort of, but the command won't move the mouse once it's outside the window.

I didn't try it every frame though, that might just work. Thanks!

EDIT: HEY that worked great! I made a buffer zone of 50 pixels around the playing field, and trapped for the mouse being in the zone, then moved it back onto the playing field. A determined player can still move the mouse really quickly and get it outside the window, but the game is much more playable now.

MSon
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Posted: 22nd Nov 2009 07:42
i've never entered one of these challenges before, so i may have a go, its been a while since i did 3d programming so i may use the template.

Everyone Be Cool, You, Be Cool.
Mobiius
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Quote: "I notice that the editor does not always ask if you would like to save what you are working on whether it has a project name or not, You start something compile it, and then change to another project, it does not ask if you would like to save the one you were working on."

You don't need to do that, just put a position mouse command before your sync command. It'll keep the mouse in one place and you can still use the mousemove commands.

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Rich Dersheimer
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Posted: 22nd Nov 2009 16:38
Not sure what your quote in the above is about, but...

Quote: "You don't need to do that, just put a position mouse command before your sync command. It'll keep the mouse in one place and you can still use the mousemove commands."


I'm not using mousemove, I'm having the paddle track with the mousex() position, and your suggestion was exactly perfect! I've got a really responsive paddle, the mouse doesn't leave the screen unless you try very hard, and I track the paddle movement to add some "spin" to the ball if it hits the paddle while it's moving. It's working very well and I can't wait to show it off!

MSon
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Posted: 22nd Nov 2009 16:42
Are we fine to use external images, or is it so there is a source file only, (Using Coded Images?)

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BMacZero
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Posted: 22nd Nov 2009 16:49
MSon
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Posted: 22nd Nov 2009 17:16 Edited at: 22nd Nov 2009 17:20
the one i was working on was using BlueGui, (As a startup menu to select Resolution) and Newtons, And i always use IanM's DLL's as standard DarkBasic DLL's, is that not allowed then?

As for images, i wrote a function to convert any image to a coded functon, (Using lots of dot\ink commands with a get image command at the end)

If i cant use any of these, then i think i'll pass the challange

Everyone Be Cool, You, Be Cool.
Rich Dersheimer
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Posted: 22nd Nov 2009 19:42
Quote: "Are we fine to use external images, or is it so there is a source file only, (Using Coded Images?)"


According to the rules, no external media are permitted, except that you can create media in your program, save it to a file, then load the file back in. I believe you can also include an editor (either as part of your program or a stand-alone file) than can be used to design media.

Mobiius
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Posted: 23rd Nov 2009 16:36
Quote: "I'm not using mousemove, I'm having the paddle track with the mousex() position,"

That's not the best way to do it though.

Track the paddle position in a variable, then simply add MouseMoveX() to that variable. That way, you can never have the paddle leave the screen as you keep positioning the mouse at the middle of the screen, and only use the MouseMoveX() command.

That's what I was trying to tell you!

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Rich Dersheimer
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Posted: 23rd Nov 2009 17:44 Edited at: 23rd Nov 2009 17:48
Quote: "That's not the best way to do it though."


Well, I think what I've got works pretty good, so I'm going to stick with it. It may not be the "best" way, but it works.

Quote: "Track the paddle position in a variable"


Already doing it.

Quote: "then simply add MouseMoveX() to that variable"


I'm sure that would work fine, but by using mousex(), I'm getting very fine control of where the paddle is. I did try using mousemovex, but it updates so quickly that I was getting zero movement much of the time. I should mention that I'm using a timer-based movement system for the ball. That's probably what makes mousemovex update faster than I can check it reliably.

I'm not saying you're wrong, but I am saying thanks for the tip on keeping the mouse inside the screen. When I post the entry (probably the last day of the challenge), feel free to check the gameplay and make any improvements you like.

Are you going to enter?

Mobiius
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Posted: 23rd Nov 2009 17:56
I am yeah, i'm just having some trouble with the collision. It keeps thinking it's hitting the wrong edge of the block and bouncing the wrong way! lol

Oh well, at least I have plenty of time at work to work on it! lol

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RiiDii
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Posted: 26th Nov 2009 16:17 Edited at: 26th Nov 2009 16:33
Quote: "And i always use IanM's DLL's as standard DarkBasic DLL's, is that not allowed then?"


Unfortunately, non-standard DLL's are not allowed. Although I personally would like to see IanM's DLL included into the default DBPro dll's.

Quote: "As for images, i wrote a function to convert any image to a coded functon, (Using lots of dot\ink commands with a get image command at the end)"


Not allowed: No Media Rule: Specifics
Just remember, the primary focus is on coding, not on media.

Despite these rules, this challenge has seem some amazingly professional looking code. Here is one of the first, and it fits with this theme.




Open MMORPG: It's your game!
David Gervais
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Posted: 26th Nov 2009 22:20
Peeked in here and it made me think of those medialess glass box sprites I made waaaaay back when in the code snippets board. Here it is again for your using pleasure..

Here is the source..



and a sample of the output.. any color and any size you want.




Cheers!

Valle
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Posted: 27th Nov 2009 00:50 Edited at: 28th Nov 2009 14:20
Here's my entry(maybe final, depends on the other entries )



It's the normal breakout, but with a little twist: each time the ball hits the paddle, the blocks in the front go to the back and the ones in the back come to the front. Try for yourself!

and tell me about your highscores !




Rich Dersheimer
AGK Developer
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Joined: 1st Jul 2009
Location: Inside the box
Posted: 27th Nov 2009 01:08 Edited at: 27th Nov 2009 01:20
@valle - cool! That's a fun little twist!

@David Gervais - damm, those are purty!

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