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DarkBASIC Professional Discussion / - DBPro Coding Challenges -

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Ric
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Posted: 23rd Jan 2006 19:17 Edited at: 24th Jan 2006 03:02
Here's mine then - controls are usual fps controls - mouse and arrow keys. You can shoot the boxes, and they should slide around in the direction you shoot them. There is sound, so turn your speakers on! I turned shadows off for speed of loading, too.





KimoSabi
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Posted: 23rd Jan 2006 20:18
Would you guys mind posting screenshots? I hate when I hear all of this talk at school but can't see it for myself lol.

Thanks,
Nicholas H.(KimoSabi)

www.mightandmagic.com

Nicholas Thompson
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Posted: 23rd Jan 2006 23:37 Edited at: 23rd Jan 2006 23:38


This is mine - I didn't get a chance to do much more. You can fire from all positions and directions now from all 4 cannons (at random), however i cant seem to detect collision between the "bullets" and the walls... Not even using intersect object.

SCREENY:


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Nicholas Thompson
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Posted: 23rd Jan 2006 23:42
Here is also an EXE (self extracting and compressed) in case the code wont compile...

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Tinkergirl
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Posted: 24th Jan 2006 00:19
Been playing with some of these

RiiDii - completed yours first try. Oh how I longed for mouselook up and down! But cool nonetheless. Those beasties are still fizzin' scary and I became pretty paranoid - checking behind me every few seconds for another one. I thought it was a shame the time I tried it that the place where I repaired the ship - I couldn't see if something was coming. But maybe that just added to the tension. Does the sky have to be programmer blue?

Ric - couldn't get yours to run initially, I had to put an 'exit' at line 2859 (to essentially bypass the createsound function) to get it to work. Strangely, it still had sound. Lovely level, shame about the mouse sensitivity and missing collision.

Segan - almost missed yours (and I may have missed other entries, I don't know) but I'm glad I didn't. Your's has plot and stuff! I'm proud to be a member of... well, that really long named society The bombs are cool, they're quite scary floating around like that. Shame you can't tell when they're going to pop red, but never mind. Cool and very red-brick

Image All - retro-tastic game! But what possessed you to use such non-standard controls? I was tempted to go through it and change it to WASD because I just couldn't get the hang of it. Also, needed to limit the sync to 60 - it ran fit-inducinly fast. Still - looked lovely and had great style.

Nic - didn't realise about the energy to begin with (didn't read the instructions, doh) so got a bit frustrated. The maze looks very nice and I'm guessing you were going to be going for something more strategic. Interesting!


No - I'm not trying to do a mini-judge here - just thought I'd have a go of several this evening. Amazing what can be done without media - and even though Ric's is possibly the most technically accomplished level, I'd be hard pressed not to like Image All's as much, if not more for the graphical style
Segan
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Posted: 24th Jan 2006 00:26
Well, exams have gotten in the way of any further updates on my program. Because of this, the last entry I posted (about 30 posts back) is my final entry.
Ric
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Posted: 24th Jan 2006 02:55
Thanks for the feedback TG. Not sure why a) it wouldn't run and b) there was no collision .... but I'll take a look at it. And I always seem to have a problem with using mousemove commands, in that on other pc's it is way too sensitive. I think it's because the mousemove controls are independent of any timer or sync rate settings - but controlled by windows. Anyhoo - I'll whack the sensitivity down a touch.

BillR
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Posted: 24th Jan 2006 04:02 Edited at: 25th Jan 2006 21:04
Wow, nice to see the Forum back up, thought I wasn't going to get my entry in.

Here it is...


The A and D keys move
The mouse button fires.

There are also a few info lines at the top of the source.
Let me know what you think.
So much more to learn...
Phaelax
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Posted: 24th Jan 2006 05:40
How long do I got left?


Deadly Night Assassins
BillR
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Posted: 24th Jan 2006 05:56 Edited at: 24th Jan 2006 08:30
@Phaelax

As far as I know, we have until Tuesday.
Postponed because the Forum was down for 2 days.
The judge is in England I think, so you should have until he wakes up on Tuesday, or has time to judge the entries.

I am in San Francisco, and I just got mine in a hour ago.
Good Luck!
Tinkergirl
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Posted: 24th Jan 2006 10:35
@Ric - there's collision on most of the walls, but not on the raised floor in the building. Meant I was wandering around inside the house with the floor at chest height The other collision worked fine.
Nicholas Thompson
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Posted: 24th Jan 2006 10:37
I was hoping to get time to make mine more strategic, hence everything you do "costing" you. It'd kind of be like FPS/Chess

Ric
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Posted: 24th Jan 2006 12:32
Quote: "there's collision on most of the walls, but not on the raised floor in the building"


Ah - yes that is true. I'll see what I can do, although I guess I might not have time before the deadline now.

BillR
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Posted: 24th Jan 2006 13:55
Interesting Compo, my 'little' program kind of got out of hand.

I didn't even know what to do for a game until a few days ago, then the Forum went down, and I thought that was it for me, thanks for extending the deadline.

Phaelax was asking when was the new deadline, I just said some time today.
Tinkergirl
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Posted: 24th Jan 2006 14:30 Edited at: 24th Jan 2006 15:06
@BillR - Nice I got to level 10 on my first try - I liked how the difficulty ramped up progressively. I did find that just moving from side to side got me through most levels up to that point fairly simply - after that, I've no idea how to suvive that hail of bullets

[edit
And, while I don't want to 'jinx' it - does anyone know the actual time of judging? I'm kind of tempted to enter something, but it's not ready (I started last night, after seeing everyone elses cool stuff) but I don't want to ask for a delay on an already delayed challenge (especially as it was a two+ weeker).
Darkbasic MADPSP
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Posted: 24th Jan 2006 17:46
yeah i was gonna make something but stuck to rct3 with all the addons so i won't be entering any more

where i went on holiday to
www.portaventura.es and also http://themepark.nl/ubbthreads/showflat.php?Cat=0&Board=UBB7&Number=661483&page=0&fpart=all
BillR
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Posted: 24th Jan 2006 17:57 Edited at: 24th Jan 2006 19:10
You did well for your first time Tinkergirl.

Well, when the robots can see you, then they know where to point and shoot. So hold at a spot, shooting back at them, then just before getting hit, move away to a new spot. Keep doing this.

My computer/video card, AMD 1800+/GeForce3 Ti/200, gets @125 fps using sync rate 0, which plays well. Screaming, fast systems will need to slow thing down, although sync rates above 60 don't seem to work very well for me. Does setting sync rate 125 work for anyone else?

Maybe a small 'wait 10' kind of statement after my sync statement in my main loop would help some.

How fast are your systems going at level 10 for example, 200+fps?

My game could DEFINATELY use lots of tweaking, and tuning, just ran out of time. I also need to learn timer based movement to help with this speed problem on different systems.
Nicholas Thompson
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Posted: 24th Jan 2006 18:28
BillR - look into making it timer based - 10 mins of research will save you hours of work and calibrating in the future All my projects are timer based. Just makes my life easier...

BillR
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Posted: 24th Jan 2006 19:05 Edited at: 24th Jan 2006 19:08
I plan to do just that, thanks!

My next project will make use of it. 10 minutes sounds a bit optimistic, but I suspect quite a bit more time understanding how to implement it into my old and new coding projects. But...well worth the time spent!

It seems that increasing the movement increment for objects too much causes object collision (at least DBPro built in) to show more problems. Hopefully DBPro 6.0 will help solve some of that, but then I don't really know that answer, just guessing.

I may look into using another collision system, any suggestions?
I need object collision with plains, meaning thin walls, etc.
Sven B
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Posted: 24th Jan 2006 20:53
when is the deadline?

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
Zotoaster
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Posted: 24th Jan 2006 21:06
today I believe... to be nice, you have till tomorrow, I wont have the time to choose the winner today anyway

Tinkergirl
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Posted: 24th Jan 2006 21:48
Tomorrow?! W00t!

*bolts off*
Nicholas Thompson
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Posted: 25th Jan 2006 00:16
My final entry


Bullet things now work - had to use intersect object to find the walls... Space to fire, Arrows to move.

Tinkergirl
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Posted: 25th Jan 2006 00:39
So, here's my bundle of random code.

Full mouselook, WASD to move/strafe.
Left mouse to throw the spear.
Right mouse to magically recall the spear.

There's one big beastie - and there's you and your magic spear.

Go gettim!



And yes - this is a pile of badly rehashed together code, thanks for asking I know I won't win with it - but it's a fun little thing anyway - and different from the rest.
Phaelax
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Posted: 25th Jan 2006 02:57
Ok, give me til midnight and i'll try to get something in.


Deadly Night Assassins
Image All
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Posted: 25th Jan 2006 05:09 Edited at: 25th Jan 2006 05:09
Fixed Class 1 Drones; now they fire when they actually see you, not just when you're "in range"



Acolyte Entertainment
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Posted: 25th Jan 2006 05:36
hmmm. img all, thought id mention a few things. its really hard to shoot cause you cant move you scope up and down and whats up with the keys? lol

good game thow

Phaelax
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Posted: 25th Jan 2006 07:06
ok, i've got an entry. (my first in how many months?) Though it's probably my sloppiest work yet. Textures aren't showing up on my buildings very well and I dont feel like trying to figure out why. It sucks and won't win, but I didn't have time for much. And at least I got something in for once, yay!

Red squares = jump pad
gravity is much lower underwater to simulate bouancy
press "s" to jump really high (only way to get out of water)
numpad "0" and right mouse button jump
left mouse button shoots

you have to jump once before the collision and gravity kicks in. (dont ask)

The ground underwater is visible, but it depends on the angle of the camera. (stupid DB bugs)





Above ground:
http://img.photobucket.com/albums/v204/phaelax/programming_projects/fps_aboveground.jpg

Underwater:
http://img.photobucket.com/albums/v204/phaelax/programming_projects/fps_underwater.jpg


Deadly Night Assassins
Image All
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Posted: 25th Jan 2006 07:14 Edited at: 25th Jan 2006 07:20
Keys?

I'll say it one last time

D=Forward
E=Backward
LShift=Slide Left
F=Slide Right
W=Slide Up
C=Slide Down
Mouse=Turn
LClick=Fire Lasers
RClick=Launch Missile

(A and G keys would bank left and right respectively, but I didn't anticipate a need for the ROLL OBJECT, PITCH OBJECT or MOVE OBJECT commands; simply used the more "technical" way of simply using variables for XYZ. Yes I know it's not true 6DOF :[/b]( but it's good enough b]P)

^ my Descent® config; if it's too weird go ahead and change the KEYSTATE commands

Phaelax
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Posted: 25th Jan 2006 14:52
I got a snippet laying around somewhere to imitate the dodging movement of Unreal.


Deadly Night Assassins
Nicholas Thompson
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Posted: 25th Jan 2006 15:23
o cool! No use for mine (doding quite hard in a tight maze )

Segan
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Posted: 25th Jan 2006 18:25 Edited at: 25th Jan 2006 18:25
@Phaelax: That's a cool game! Just as a heads up though, when I tried to compile it in BlueIDE it claimed that the label:

at line 66 didn't exist. For some reason, it worked fine in the default IDE. No clue why though...

@Image All: I find that it's pretty easy for me to just go through the walls of the arena... and the drones seem to too.

Other than that, your games are both great!
Ric
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Posted: 25th Jan 2006 18:47
I think it must be judging time - you ready Toaster?

KimoSabi
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Posted: 25th Jan 2006 20:09 Edited at: 25th Jan 2006 20:10
Please judge away!!

I'm Impatient,
Nicholas H. (KimoSabi)

www.mightandmagic.com

Tinkergirl
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Posted: 25th Jan 2006 21:38
If he doesn't judge in time, is it the responsibility of the previous runner up?
Zotoaster
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Posted: 25th Jan 2006 21:49
I'm here lol! Just gimme some time to check the final entries and I will be back with the results

Zotoaster
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Posted: 25th Jan 2006 22:19
Alright.. I have some results, but before I show them, can I ask nic (or someone) to upload an exe of nics, because it wont work for me.. I'll get some results for that, and show the winner.

Nicholas Thompson
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Posted: 25th Jan 2006 22:27 Edited at: 3rd Mar 2008 12:34
I'm on my laptop right now - gimme a min and I'll do that. I attached an older version a day or so ago, but I have developed it a "little" since then.

[center]
Nicholas Thompson
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Posted: 25th Jan 2006 22:39
Zotoaster
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Posted: 25th Jan 2006 22:51
Ahh! Wont work in 32 bit mode, try setting it to 1024,768,16 and that should work just fine

Zotoaster
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Posted: 25th Jan 2006 23:11
I'm affraid I dont have much time.

I can wait 10 more minutes, then I have to go, so please upload an exe of your game before I have to go. Otherwise, I'll just have to post the results (unless you wanna wait till tomorrow)

Nicholas Thompson
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Posted: 25th Jan 2006 23:18 Edited at: 25th Jan 2006 23:23
doing it now - reporting back in about 3 mins

EDIT: Done...

Zotoaster
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Posted: 25th Jan 2006 23:41
Ok, results are in:

Nic:
It looks good, and I like the shooting, but I couldn't really do much, and I found it hard to navigate.

Tinkergirl:
I like the idea, quite original, and it was quite fun gameplay too. I also liked the blood particles, though I know it wasn't very long, but still fun

Image all:
I like it the stuff in it, very good for no media. And I like how you can collect powerups and stuff. The AI is quite good, though alot of the enemies seemed to run out of the level and I got pretty bored, still very nice though

Phaelax:
I like it how you can go underwater, though I got stuck there. Apart from that it seems quite good to me. Perhaps you shouldn't be able to walk ontop of the water though heheheh.
And btw, this looks similar to that morpheus engine that you made, pretty cool.

BillR:
I liked the idea, kinda like on zelda, ocarina of time, when the shoot the mouse bomb things Very original. I also liked how there were plenty of bullets, and they all reflected off the walls and stuff. I think it would be nice if the whoile thing was alot faster though. Good work

SvenB:
Plenty of levels (infinite at that). Very simple, yet it works out.
I love the running around, and I noticed yours is the only 3rd person game around, great work

Ric:
The level looks great, no doubt about it. But I feel sorry to say that you have no game here. Good code and all, but there wasn't much to it.
By all means use this level in other challenges, could save you alot of time. Good work



And the winner is:


And the runner ups:




So, sven, lets see your next challenge!

Tinkergirl
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Posted: 25th Jan 2006 23:43 Edited at: 25th Jan 2006 23:45
*cough* What about RiiDii's? I know how easy it is to miss some though. Was Segans included too? Sorry
Ric
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Posted: 26th Jan 2006 00:01
Woah - 9 entries this time! Excellent! Well, unless there are any changes to the results after the two that got away are considered, congratulations to Sven. And then let the next challenge commence!



Segan
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Posted: 26th Jan 2006 00:22 Edited at: 26th Jan 2006 00:27
I did submit an entry! (a couple of pages back) here it is again if you don't want to go searching...




Arrow keys to move, "0"/control to "strafe", and click to shoot. The other stuff should be explained in the storyline. Also, if you want to start at a later level, just change the "currentlevel" variable at the top of the program (you still have to see all of the briefings, but you automatically win at the beggining of every level you skip)

Edit: And for all of you who are wondering, I was in kind of a weird mood when creating all of the levels, so that should explain the briefings...
RiiDii
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Posted: 26th Jan 2006 02:43
And here's mine so you don't have to go looking for it.




Open MMORPG: It's your game!
Image All
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Posted: 26th Jan 2006 07:24 Edited at: 26th Jan 2006 07:34
Hmm... Meh second challenge, and I actually got in the rankings
/me must kick butt this time >u>

One comment though...
Quote: "Fantastic media there pal,"

0#n0iC#3at3d!!1! lol
/me like l33t now and then...

Segan
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Posted: 26th Jan 2006 13:40
Well everyone, unfortunately, I have some "real life buisiness" that has unexpectedly hit me, and so I will probably NOT be able to get onto the forums for a few days. Because of this, if for some reason my entry happens to win (it might be possible...), I think it would be appropriate for the runner up to be the challenge setter (unless Ric deems otherwise).
BillR
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Posted: 26th Jan 2006 13:41 Edited at: 26th Jan 2006 13:42
Hi Everyone, some interesting entries!

I think I got dinged points for mine running too slow?...wow

Sounds like Zotoaster's machine is slower than mine, and I thought I had one of the slowest/oldest machines here.

I suspect it also ran too fast on a few other machines.

@Zotoaster - Thanks for the judging! Can't be easy, good job with your comments.

I'll take runner up (yeah!), learned some new things too.
Looking forward to the next Compo.

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