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DarkBASIC Professional Discussion / - DBPro Coding Challenges -

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RiiDii
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Posted: 13th Jan 2006 10:12 Edited at: 13th Jan 2006 10:13
Here's my start. Been working on the terrain a lot. Hope it works for everyone. Let me know if it doesn't.

No enemies just yet. Move with the arrow keys (for now). Fire with the left mouse button. Aim with the mouse pointer. Not much else to do yet.

Oh, and if anyone wants, feel free to look at my bullet handling. Right now there is no collision check, but that would be added easily in the Move_Bullets function. I think I will be putting collision-with-bullet checks in the AI, so there are fewer checks to make. So instead of each of 1000 possible bullets flying around making collsion checks, only the 100+ enemies will be making those checks .




Open MMORPG: It's your game!
Nicholas Thompson
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Posted: 13th Jan 2006 10:55


Ooooooo groovy way of using cam coords!!!!!

Don Malone
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Posted: 13th Jan 2006 13:30
@DarkBasic Pro Guy

This is as much about challenging yourself, as winning the contest. There is no real prize and a very short time frame, but look at the experience and amount of shared code to come out of these entries.

Even if you can not complete your entry; you still learn and take something away. I wished I had more time to sit down and code.

In Memory of My Dad.
I miss you very much.
RiiDii
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Posted: 13th Jan 2006 17:40 Edited at: 13th Jan 2006 17:45
Quote: "Ooooooo groovy way of using cam coords!!!!!"


Useful for...
Make your own abreviations
Make your own commands

Here's some...


And you can call functions without using the "()" (assuming there are no perameters to pass to the function).



Open MMORPG: It's your game!
RiiDii
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Posted: 13th Jan 2006 19:01
Next update. Enemies with very basic AI added. Can shoot, but no collision detection yet. Terrain has advantages in that the AI's move slower uphill and faster downhill. If it runs too slow, just lower the number of Enemies.




Open MMORPG: It's your game!
Phaelax
DBPro Master
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Posted: 13th Jan 2006 21:51
Quote: "
#Constant CamX Camera Position X()
#Constant CamY Camera Position Y()
#Constant CamZ Camera Position Z()
"


So you mean the constant will reference the function call? sweet!


Deadly Night Assassins
Nicholas Thompson
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Posted: 13th Jan 2006 23:51
You know - I'm seeing a challenge in itself there, the most imaginative use of the constant command

Riidii - you are a star. Could I recommend you maybe post that in a seperate thread so it could be stickied for a week? I think there are a LOT of people that would appreciate this...

DarkBasic Pro Guy
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Posted: 14th Jan 2006 00:08
honestly, I am spending about 5 hours a day on my entry and I only have a ground, and gun. I don't even have a good gun yet. For crying out loud I don't have enemies or anything. although I have worked alot on navigation.

Freddy 007
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Posted: 14th Jan 2006 00:10
Argh, when I try to compile and run RiiDii's code, the program just crashes silently!


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Nicholas Thompson
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Posted: 14th Jan 2006 00:18
what version of DBP you running? Which IDE/version?

DarkBasic Pro Guy
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Posted: 14th Jan 2006 00:27 Edited at: 14th Jan 2006 00:29
same here, latest release of 5.9 with the default ide. haven't tried with blue ide yet though. I was just about to do that.

edit: works here

Ric
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Posted: 14th Jan 2006 01:27
Rii's code works here - 5.9 default editor. Big terrain! A reason for the silent crash could be not having the advanced terrain plugin.

DarkBasic Pro Guy
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Posted: 14th Jan 2006 01:38
advanced terrain is with latest upgrade.

offtopic, when do you suspect patch 6 will come out?

RiiDii
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Posted: 14th Jan 2006 05:35
One thing this code might do that causes a crash is draw a pixel at less than 0,0 (either x or y). Seems some pcs crash if you do that, and others don't. Another factor is that if you have ever installed the Advanced Terrain seperately. The seperate Advanced Terrain needs to be uninstalled (and with that, probably reinstall DBPro and the updates). Anyway, I checked for drawing below 0,0, and I will continue checking, but if someone else would care to take a look, it would be appreciated.

Quote: "Riidii - you are a star. Could I recommend you maybe post that in a seperate thread so it could be stickied for a week? I think there are a LOT of people that would appreciate this..."


Thanks Nic. I might. I wanted to write a lot more functions before a post like that (there were more that I didn't post because I looked at them and thought "what on Earth was I thinking?"). I also had some ideas around coding something along the lines of the VB "With..." commands. Maybe like this:



Anyway, I'll see what I can do. And if by chance I win this challenge, maybe your suggestion will be the next challenge. And maybe we can set the winner's entry up with a help file and command highlighter for the IDE, and post it in it's own thread (per your suggestion there).


Open MMORPG: It's your game!
Zotoaster
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Posted: 14th Jan 2006 12:22
Going good Rii, I like the way you aim. Very original.

Darkbasic MADPSP
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Posted: 14th Jan 2006 14:04
yep riidii nice work

@Zotoaster
Get on msn lol

http://www.users.zetnet.co.uk/csimon/spain03/days2_3.htm << where i went for my holiday or www.portaventura.es
BillR
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Posted: 14th Jan 2006 16:35
Are we allowed to use ODE for this challenge?

Also, not having used ODE yet, would it give me collision detection, so I could change the course of a ball where I am controlling it's path?

I ask, because I am having trouble getting DBPro collision to work when a ball hits a plain. I will check my code again though.

Thanks
Sven B
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Posted: 14th Jan 2006 16:46
ODE is integrated in DBP5.9, andthus, available for the code challenges.

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
Nicholas Thompson
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Posted: 14th Jan 2006 18:07
As long as you state that it requires 5.9. Like SvenB said, its included in 5.9 just like Advanced Terrain. If Riidii is allowed to use advanced terrain then I cant see why ODE isn't allowed.

RiiDii
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Posted: 14th Jan 2006 19:31
Yeah, I'd say ODE is allowed. I haven't upgraded to 5.9 yet, but I think it's only fair regardless.


Open MMORPG: It's your game!
Phaelax
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Posted: 14th Jan 2006 22:59
ODE is built into DB now? I think i'm gonna start today.


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Nicholas Thompson
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Posted: 15th Jan 2006 00:36
Its built in due to FPSC using it and FPSC is built using DBP. 5.9 is basically the patch used to upgrade DBP to a state where FPSC could be compiled. 6.0 is meant to finish that job off... I think

Segan
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Posted: 15th Jan 2006 01:04 Edited at: 15th Jan 2006 02:29
Well, on to update 2!

Included: Sliding collision with walls.

Nicholas Thompson
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Posted: 15th Jan 2006 01:47
Segan - I can get through walls on corners. I think I had a similar problem with my maze code...

Segan
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Posted: 15th Jan 2006 02:28 Edited at: 15th Jan 2006 02:31
Fixed the "going through walls" thing (at least the one I was experiencing.) Was actually a really easy fix - just needed to pretend that the walls were just a little bigger than they actually are in one function

(Above code updated)

And now I can get to the actual "fps" part of an fps.
Nicholas Thompson
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Posted: 15th Jan 2006 03:03 Edited at: 15th Jan 2006 03:04
This is my entry so far:


It uses the maze generation algorithm from my Primitive Maze code I gave a link to on the previous page (I think).
Its slightly tweaked to be FPS and Medialess - I think the transparent walls are pretty cool... I have a good idea for a turn based entry. Its not gonna be a quake FPS - more of a Bloowych type thing (if anyone can remember that). Basically, you turn to face of of the 4 polar angles (N, S, E and W). You can then move one notch forward. I'm thinking that each move eats up energy. This energy can trickle "charge" so you never die due to that, but it also costs energy to fire.
Something like; costs 20 but requires MORE than 20 (ie 21+). This means you can die from firing. You can however die if an enemy fires at you.

Currently collision is an issue... Any idea's on how to detect collision between an object and another objects limbs?



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RiiDii
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Posted: 15th Jan 2006 05:01 Edited at: 15th Jan 2006 05:01
Quote: "Currently collision is an issue... Any idea's on how to detect collision between an object and another objects limbs?"


Best I can suggest is to Make Object From Limb to make a dummy-object, and then Position the Object at the Limb's coordinates and the Limb's angles (use the Limb Direction function, not the Limb Angle).


Open MMORPG: It's your game!
RiiDii
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Posted: 15th Jan 2006 07:22 Edited at: 15th Jan 2006 07:26
Developing a little more of a game here...

You have crashed landed on a planet and have discovered the native life forms are blood-sucking lymphs. The lymphs look like they have eyes, but seem to be blind. You think these "eyes" instead might be able to pick up scents in the air the same way we see light with our eyes.

Regardless, the closer the lymphs get, the better they are able to hone in on you. Once they have your scent, it's hard to shake them. And once they get a hold of you - it's downhill from there. The blood suckers hurt a little bit, but get a lot of 'em on you, and you are losing blood fast. And while that's bad, it gets worse. They slow you down. The more of them you have on you feeding away, the slower you move, and that means the more of them can get to you for the feeding frenzy!

Fortunatly, after a bit, the lymphs have gorged themselves on your blood and fall to the ground (and explode in the process). While this seems like an odd way for the beasties to survive, you suspect that this might be how they "reproduce" by breaking into smaller pieces that "grow" (similar to the regenerating starfish species of Earth). So, even if you manage to survive for a while, you have the feeling it's only going to get worse later.

If it weren't for the fact that your ship is spread all over the area, you would just fix her up and leave. But, you have to go outside and recover a few key parts before you can do that. Of course, there are some weapons that you are missing an hope to find out there, as well as a few medical kits.

Note: The power-ups, med-kits, and ship parts are not in the game yet, but it's at a playable state (you don't die at 0 Health).




Open MMORPG: It's your game!
qwe
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Posted: 15th Jan 2006 12:09
Quote: "Best I can suggest is to Make Object From Limb to make a dummy-object, and then Position the Object at the Limb's coordinates and the Limb's angles (use the Limb Direction function, not the Limb Angle)."
not sure what you mean there, you might mean what im about to say. make object from limb<--do this for each limb. then combine all of those meshes together into one object. then do collision on that object and if you update the mesh each round it will accurately collide with the limbs. this way might be slow though

If you want anything DB related hosted, log in (with ws ftp or something) www.lysergium.net with username public@lysergium.net and password public. you'll be directed to lysergium.net/public
Zotoaster
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Posted: 15th Jan 2006 13:54
These entries are turning out great guys, keep it up

RiiDii
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Posted: 15th Jan 2006 18:41
@qwe: You wouldn't combine the copies of the limbs together. Keep them seperate objects and place them individually to match each limb. That should work fast enough for a few models. I wouldn't use that technique (or even bother with limb collision) for anything much but main characters in a game.

Example: Say you have a character object (ObjectID=1) with 5 limbs. You would make 5 copies, one for each limb.


Then to place the objects...


And then just check for collision against the 5 objects; 1000 to 1004.


Open MMORPG: It's your game!
Darkbasic MADPSP
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Posted: 15th Jan 2006 19:37
Woah nic amazing pic keep it up i still haven't started my entry much lol

http://www.users.zetnet.co.uk/csimon/spain03/days2_3.htm << where i went for my holiday or www.portaventura.es
Ric
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Posted: 15th Jan 2006 20:10 Edited at: 16th Jan 2006 02:02
Think I'm getting left behind as well - I haven't started my actual fps yet either! I have, however, been working on my no-media modeller, and think I've got it to a level where I can hopefully now create a pretty decent textured and shadowmapped level, and get it to export the data for pasting into my fps. So - no WIP as such at the moment, but expect a screen shot of some kind of level soon. Just hope I get time to make some kind of game out of it!



<edit>

Well, here's a screen of a building I just started making in my no-media modeller. Just bare bones atm, but it's a start! I'm quite pleased with the brick texture.



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Peter H
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Posted: 16th Jan 2006 02:17
as always, i am amazed by your no media textures and lightmaps Ric

"We make the worst games in the universe..."
Segan
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Posted: 16th Jan 2006 03:32 Edited at: 16th Jan 2006 03:33
@Ric: wow...

@Everyone: Well, since I am probably going to get working on the fps aspect of my game right now, I figured I might as well give everyone else something they might want to play around with... More of a puzzle game then anything else but whatever.



The goal is simply to run around the maze until you find a really long hallway that gets you out of the maze... And into the limitless 3D world... Have fun!
Ric
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Posted: 16th Jan 2006 13:36
I know it's like .... a year late, but I updated my tornado code from the very first challenge in the thread. Yes, I was bored.



Nicholas Thompson
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Posted: 16th Jan 2006 14:29 Edited at: 16th Jan 2006 14:32
I'm afraid you just missed the deadline and thus it cannot be considered as an official entry...

I could put it into the database as an alternative/late entry so its still of some use?

EDIT: Speaking of the database - I was thinking of putting some kind of member-only grading system for the entries... Or maybe a moderated grading system for the public (so it doesn't get spammed by the same user). Was also thinking of a moderated comments system too. I also want to put in a "number of times viewed" feature. That way we can have a top 10 viewed entries. I want to make as many ways as possible for people to be able to get hold of he usefull good entries and let the less usefull/incomplete/broken entries gradually dissolve to the bottom (not that there are that many). The point being that I think that there are some entries which have extra special use (like some ground breaking use of code, etc)

Nicholas Thompson
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Posted: 17th Jan 2006 00:09
Here is an update to mine - its pretty similar, except the movement has been improved.

I was hoping to get weapons done today - however I optimised the maze generator. It now uses a single mesh rather than limbs... Would probably have better collision too, but dont need it anymore

It also meant I get about a factor of 2 (at least) improvement on the FPS


Btw: Its set to 12x12 right now and I get about 1200 to 1400 FPS. In the old code, 12x12 was (only) about 700 FPS. The new code handles 24x24 at very little less than 900FPS! Nifty

Thing is, 24x24 is impossible to navigate Even with see-through walls!

Anywho - should sleep now.
Lemme know what you think.

Btw: I also added a nice little "blob" to the map - I'm not sure if I prefer the blob of the circle with a line....

Ric
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Posted: 17th Jan 2006 01:16 Edited at: 17th Jan 2006 01:22
Looking good Nick. One thing that may be worth mentioning is that the walls effectively disappear once you get up close to them - making it difficult to see where you're going. In fact, you end up only looking at the map. Perhaps adding a ghosted texture to the walls, would give enough detail so they don't disappear?

I like the ideas for the website - the voting idea sounds great, especially if it automatically ranks the code snippets so the best ones go to the top. If you think it's worth your while - you might consider opening the idea up into a more general codebase. If you allowed users to post snippets as they do in the codebase here, you could potentially end up with a wider range of useful code snippets and more users than you'd get by limiting it to just challenge entries and participents. With users able to post their own snippets, perhaps into predefined categories, it would probably save a lot of work in collating etc. If I had the know-how, I'd probably think about doing something like this myself. The code snippets forum here is good, but it would be so much better with voting, ranking, categorising and all that kind of stuff. You could even incorporate various coding challenges into the framework .... ah, hold on, have I just come full circle?

RiiDii
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Posted: 17th Jan 2006 02:42
Update:
Added the crashed ship (not much, I'll do more with it later). Added power ups. The black spheres with "B" on them increase your weapon's shot speed, which quickly makes a huge difference. The little blue boxes with the red "+" are med kits that restore 20 health. And the white boxes with the letter "S" are ship parts. Collect all 10 ship parts, then get close to the ship to repair it. Hang around your ship until it's 100% repaired. I haven't tested it completely yet, as it's a fairly tough to get to the repair part. Still no "death" and no "win". Oh, an the lymphs respawn now. Enjoy.




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Acolyte Entertainment
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Posted: 17th Jan 2006 03:44
Riidi. when i use your code the screen is just black. any ideas?

[href]http://snowfall.homestead.com [/href]
Nicholas Thompson
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Posted: 17th Jan 2006 08:16
It'll take a while to load - on my machine (4400+ X2, 7800GTX, 1Gb DDR) it takes about 20 seconds of black screen.

RiiDii
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Posted: 17th Jan 2006 09:21
Yeah - it has to do a lot of pre-work since it has to create the textures and whatnot.


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Nicholas Thompson
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Posted: 17th Jan 2006 10:00 Edited at: 17th Jan 2006 10:08
Riidii (and to some extent, Ric too) - your loading times would be MUCH better if you used memblocks to create the images.

@Ric: About the walls - I have noticed (and so did my sister) the same problem. I'd rather not texture the walls as I think they have quite a nice effect being semi transparent. I was thinking that if you're facing a wall you cant move past, a large red cross appears (as a aprite maybe). Alternatively, there is this idea... I'm going to have a weapon type thing locked to the screen. This is a given. I could make it so that when you get to a wall, the weapon lifts up (to show you cant shoot). This is like what (i think) Far Cry does. Easy and it also gets two birds with one stone!

As for the site - I'd like to do a codebase - in fact it would be REALLY easy. The problem I have is moderation of the rankings. How do you stop someone coming in and clicking 0/10 on everything (or 10/10 on all their stuff). I could use a cookie system - but that doesn't stop a "bot" doing it.
I could do a system where you get emailed a confirmation and the vote doesn't count until you click it. This would slow down the spamming of votes but it might not solve it altogether.
If I limit it to members only, I can see only a few dozen votes being cast (I doubt any of my sites will ever get memberships on the level of a forum like this). I really dont know... Suggestions would be appreciated!

David Gervais
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Posted: 17th Jan 2006 12:43 Edited at: 18th Jan 2006 12:57
EDIT: Aparently posting in any other thread except my Artist's challenge thread to let people know I made a new challenge is not verry cricket and considered spam,.. Sorry, it won't happen again.

/me walks out of this thread and enters the land of lurk, lurkville is a much nicer place sometimes.
RiiDii
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Posted: 17th Jan 2006 16:20 Edited at: 17th Jan 2006 17:03
Quote: "Riidii (and to some extent, Ric too) - your loading times would be MUCH better if you used memblocks to create the images."


In some cases, Lock Pixels will speed it up nearly as much as memblocks and would be easier to use. But the way I've coded this, it would be difficult to use Lock Pixels to any real extent. As far as using a memblock is concerned, that would take a lot more code, and I don't think I would finish an entry in time. That gives me an idea, though, to start coding some basic 2D drawing functions using memblocks (but probably not for this challenge).

Anyway, I'll see what I can do to speed things up.

Edit: Using Lock Pixels, I was able to get it down to about a 5 second load on my pc.




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Ric
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Posted: 17th Jan 2006 18:09
Good tip Nick. I'll try the lock pixels thing - although I wouldn't know where to begin with memblocks.

As for moderating a codebase voting system, I'd have thought that anyone geeky enough to take the time to vote for a piece of computer code would generally be sensible enough to not abuse the system. Or maybe I have to much faith in human nature!

Nicholas Thompson
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Posted: 17th Jan 2006 18:32 Edited at: 17th Jan 2006 18:33
Way too much faith - I had faith too until I had to take my guestbook offline when someone started spamming it with viagra adverts.

Memblock images are a piece of... cake...



Think that covers it Hope it helps. Memblock imaging is really easy. Memblock mesh's aren't too hard either once you get your brain around the structure.

Segan
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Posted: 18th Jan 2006 05:01
Well, I have made a lot of progress, and I think I finally have what looks like a game made!



Well, this is not your ordinary fps, so I'll do some explaining:
First of all, the controls are quite simple: Arrow keys move around, and the control and "0" keys (to the sides of the arrow keys) move you left and right (is it called "strafing?" I don't know...)Click to shoot.

Anywhoo, your goal is to get to a yellow box (you should find it pretty simply in this level). Unfortunately, your way is blocked by a number of bombs that all want to just blow you up. If you run into a bomb, you're toast.

Now, you could try to simply avoid all of the bombs (not suggested), or you could try shooting them. Here's the catch: bombs are destroyed when you shoot them and they're green, but if they're red then they detonate anyways and kill you. So only shoot green bombs (not red ones... They do change after a couple of seconds).


Well, it is currently a *finished* game, but I will be adding a number of things to it in the rest of this week:

*Multiple levels, and perhaps more than just one life!
*Better textures!
*More types of bombs (if I get to it)
*Anything else that enters my warped brain!
Nicholas Thompson
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Posted: 18th Jan 2006 07:50
sounds really cool! Wish my mac could run DBP games...

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