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DarkBASIC Professional Discussion / - DBPro Coding Challenges -

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BillR
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Posted: 13th Mar 2006 11:32 Edited at: 13th Mar 2006 11:36
@Everyone - The DEADLINE for Lunar Lander is one Tuesday at 12:01 Midnight San Francisco Time(PST)Pacific Standard Time. I guesss that's about GMT +8 hours, about 8:00 AM in the UK - Tuesday Morning.

So Tomorrow morning on Tuesday 8:00 AM in the UK is the deadline.
Here in the US, Tuesday Morning 12:01 AM, is our deadline.
Nicholas Thompson
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Posted: 13th Mar 2006 11:46
Ahh cool! I might try to get a little more done tonight before I go on holiday

Anyone here live in New Zealand?

Ric
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Posted: 13th Mar 2006 23:29
Nice code Nick. I like the way they go shooting up the tunnel. Still seem to do more dragging than lifting though. Anyway, have a good holiday.

BillR
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Posted: 14th Mar 2006 01:08 Edited at: 14th Mar 2006 01:09
@Nicholas - have a good holiday from me too.

@Ric - so how is your entry coming along? You still have 8 more hours!
Come on, I know you're a night owl, programming into the night.

@Everyone - post your final programs before the deadline.
Ric
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Posted: 14th Mar 2006 03:37 Edited at: 15th Mar 2006 00:33
Well I've managed to stay up until 2.30 local time - need to be up for work at 7.30 so that's it for me - final entry:

Should be self explanatory - you can land on whichever planet you like, and you get rated on the quality of your landing. You don't get points for landing on the same planet twice in a row, though - so you'll need to take off and land on a different one. Damge increases with poor landings (and poor take offs - like if you tried to take off sideways!), and fuel runs out as per the original. The aim is to score as high a rating as you can before you either run out of fuel, or damage your ship by 100%. The small planets, by the way, are actually harder to land on because they have very little gravity of their own, and are still within the gravitational field of the larger planets.

I changed Newton's laws a little bit for more playability - the inverse square law is now an inverse power of 1.5 law if that means anything to anyone - basically the increase in gravitational field strength as you approach a planet doesn't have such a sharp increase as it would in real life.

Anyway - bedtime!



<post deadline edit> just added a few stars while I was bored at work today. Been having a play with the actual game, too - my best rating - 78!



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Image All
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Posted: 14th Mar 2006 21:29
After the deadline But anyway this is the same thing as I posted on the previous page; no edits whatsoever - don't forget me!



Arrowkeys to move
Space to thrust

FunkyStickmen: Battle of the Races (1%)
RiiDii
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Posted: 14th Mar 2006 22:06
POsted after the deadline, but I made some changes anyway. Just go by my last post. But this is a little more fun to play. The gravity and momentum calcs are all messed up and I can't seem to get what the problem is. Anyway, it works. Hint: Use the [M] & [O] keys to keep the lander falling at a safe speed. Then use the [A] & [D] keys to navigate left and right. Carefull, if you hit too far off the pad, or at a bad angle, or too fast, you crash. Also careful witht he M & O keys - you pretty much have to hit them at the same time or else you will navigate the ship forward and backward. If all that's a little too much, just lower the gravity a bit.




Open MMORPG: It's your game!
Ric
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Posted: 14th Mar 2006 22:21
Nice - although uberdifficult! I crashed about twenty times then gave up.

Is Bill back from work yet? Must still be late afternoon over there.

RiiDii
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Posted: 15th Mar 2006 01:02
It's about 4:00 as I post this. And yep, it's tough - but I also know it's doable. I wanted to do levels. Do things like change up the gravity and move the platform. Just not enough time though.


Open MMORPG: It's your game!
BillR
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Posted: 15th Mar 2006 04:11 Edited at: 15th Mar 2006 04:11
Hi all...home from work, it's 7:04 PM here is San Francisco.

I've started the judging, I know you're all waiting...or not...but I will get it done tonight.

I may have to take a break to feed my wife and son, but maybe not. Where programming and judging are concerned, food and sleep come in 3rd and 4th most of the time.....unless my wife calls, then everything else doesn't matter.....she trumps everything! You husbands know what I'm talking about.

Be back in a while...
BillR
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Posted: 15th Mar 2006 04:13
Entries that I found from:
ImageAll
Zotoaster
Matinuker
Ric
Nicholas
RiiDii
Skrawl

Does that seem right? Any Others?
Phaelax
DBPro Master
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Posted: 15th Mar 2006 11:09 Edited at: 15th Mar 2006 11:10
Ric, yours doesn't run for me, just closes without error.

riidii, yours is just friggin impossible. No way to steer without falling constantly.

wish i had time to enter this one, i thought it looked fun. But its finals week at college, so that means work, work, work.


Ric
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Posted: 15th Mar 2006 11:31 Edited at: 15th Mar 2006 11:33
Really? Nothing unusual in my code - the only thing I can think of is that your machine doesn't support 1024x768x32 (you could try getting rid of the very first line and see if that works) - or you're using a really old version of dbp that doesn't have the particle commands.

BillR
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Posted: 15th Mar 2006 15:38 Edited at: 16th Apr 2006 17:38
We had 7 entries – not too bad when many of us seemed so busy.
The judging was hard, not an easy task when the entries are all so different, and in various stages of completion.

In this Lunar Lander compo, I was looking for several things in each entry:
1) Good Controls - Realistic control feeling for your Lunar Lander ship, to feel the weight of the ship when you applied thrusters.
2) Show some ‘flair’ in your game, particles, explosions, etc. for extra points in the judging!
3) Landing on the surface for some reason is important.

Image All
Cool Ship! Interesting idea for a Lunar Lander game. The Lunar Module camera was an interesting idea, I haven’t tried a second camera in a game yet, nice touch. Better physics for the ship would have helped greatly, the ship responds much too quickly.

Zotoaster
Nice Lunar terrain with landing areas. Controlling the ship was too instant. The ship felt really light at the controls. It should have felt very heavy…the real Lunar Lander weighs 32,000 pounds, that is a great deal of mass for the thrusters to overcome. Landing was too easy with the instant controls. I liked your HUD display, nicely done! Nice work on handing in a working entry, I liked it!

Matinuker
Cute beginning entry…then, what happened? I was looking forward to seeing more work done on your entry. What you started was good, I wanted to see more of your game completed.

Ric
Beautiful planets with textures, and your particle thrust is nice. Clever coloring of your planets by using object emissive colors – nice! I like really wanted your camera to zoom closer as you got close to a planet, (your first entry had a much closer view, which was nice) to give you a real nice close-up of the landing approach. But you did have landing, and flair in your design by using particles, and gravitational forces interacting from several planets.

Nicholas
Unique ship design, controls took some getting used to. I am not a great fan of mouse control for turning, it is usually too sensitive and easy to get unwanted changes in control when I didn’t want it, something keyboard controls help avoid. Your tractor beam using a 3D triangle in wireframe mode, I liked that very much. Your tunnel of heaven was a good use of a scrolling texture, nice flair points here. Your decision to use hex numbers for color in your code, minus 800 points in this compo for doing that, (just kidding).
No landing in your game, and no thrust particles…..both of these would have made your entry that much better. I thought the bouncing cone coding was clever. My best strategy was to drag the cone to the tunnel. Very Nice Entry!

RiiDii
Good start on a game. Nice ship design, great thrust particles – worth extra flair points.
Too hard to control though, and once you get even slightly out of control, it’s all over.
While your thrusters had a good feel to them, and independent thrusters may even be uber realistic to a real ship, they make game play uber hard. There is not enough game there yet, I wanted to see you finish more – I liked the way it was headed.

Skrawl
GREAT EFFORT! For having DBPro for only 2 weeks. I liked your retro look. Visible ship thrust was a plus for flair points. I would have liked landing pads in your game, more like the original Lunar Lander, landing anywhere was too easy. Also sometimes you land in mid-air above the ground, I know collision is one of the toughest issues in a game. I think you did a great job in the time allowed as a new programmer, keep up the good work!

I think everyone could have used more time to finish coding, tweaking, and polishing the details of their entry.

So, now for the results……drum roll….

Honorable Mention


3rd Place


2nd Place


1st Place
Ric
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Posted: 15th Mar 2006 16:05 Edited at: 15th Mar 2006 16:13
Woohoo! Cheers Bill - good feedback. I hadn't thought of zooming in on the surface, but it's a good idea. Maybe if I get time i'll have a go at that. I was even thinking of making a mini version of elite, where you could buy and sell stuff on the different planets - including more fuel. Just ran out of time though.

Well done to all the other contestents - good job, but ultimately:





Give me a little while to think of a new challenge.

BillR
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Posted: 15th Mar 2006 16:11 Edited at: 15th Mar 2006 16:13
@Ric - OK, you have 12 1/2 seconds.....tick....tick....just kidding, take your time.

Judging is a lot tougher than I thought it would be, because of programs not being finished, controls not feeling right even if the rest of the game was good, not following the guidelines enough, etc.

Looking forward to working on the next challenge.

Congratulations Ric, Great Job!
Image All
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Posted: 15th Mar 2006 17:18 Edited at: 15th Mar 2006 18:06
Huzzah, my lazy attempt was judged!

I have an idea for a new challenge - how about not making anything at all? I could win at that!

jk maybe like a sodacan-shooter? O.o Ooh! Ooh! When you shoot the can (could be a barrel) the game will (without syncing) paste the texture image, draw black "wholes" in it, delete the old image and get the new one, and texture the barrel again with transparency on! This would be done with culling turned off too There would have to be a separate image texture for each barrel though o.O

Hmm... >u>
Huzzah! Click to "shoot" the barrel

FunkyStickmen: Battle of the Races (1%)
BillR
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Posted: 15th Mar 2006 18:04 Edited at: 15th Mar 2006 18:07
@Image All.....you slacker!

Just a joke, But you should have tweaked your gameplay in your Lunar Laner entry a little more, I wanted to play your game with better physics and better game play.

And now you throw this little barrel with holes code together, something I don't think I quite know how to do, ....man......you...you...slacker! Next time tweak your entry just a little more, so we can really enjoy it!
Image All
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Posted: 15th Mar 2006 18:07 Edited at: 15th Mar 2006 18:31
Barrel with holes=laflaflaf!

But if you ever get stressed, don't reach for a stress ball - just give my little barrel a visit

FunkyStickmen: Battle of the Races (1%)
Skrawl
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Posted: 15th Mar 2006 18:13
Sweet, second place. And this challenge finished just as my boredom was begining to rise again. Onward with the next challenge!

@BillR: Landing pads was something suggested by people I showed the game to, don't really know why I didn't do it. Suppose I could go do it now.

Now give me the next challenge...do it...please...seriously.

2+2=5
RiiDii
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Posted: 15th Mar 2006 18:50
Congratulations Ric!


Open MMORPG: It's your game!
Ric
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Posted: 16th Mar 2006 00:38
Okay - everyone ready?

____________________________________________________________________

$$$ Casino Challenge! $$$

This challenge is to create any game where you can win money!! (people with serious gambling problems may want to give this one a miss though!)

It can be a casino game like a slot machine, roulette, black jack etc. Infact, it doesn't have to be something you would find in a casino - you could create a horse racing game, or even a stock market simulator - or create your own new game. So long as it involves betting in some form, and you can win money, anything goes!

Deadline: 2 weeks (Wednesday 29th March)

Judging: Gameplay will be more important than presentation. Whichever game I get the most addicted to will probably win.

Prize: Free trip to the moon (winner must provide own spaceship).

Darth Vader
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Posted: 16th Mar 2006 03:14
I think I might have a go at this one!



















Since presentation is not one of the most needed things to win!

When in Trouble with anything visit here your number one stop for help
RiiDii
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Posted: 16th Mar 2006 08:13
[][][]


Open MMORPG: It's your game!
BillR
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Posted: 16th Mar 2006 08:52
I'm in....I don't have a clue what I'm going to do though.

Good luck to all!
Image All
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Posted: 16th Mar 2006 13:47
I would attempt one of those spinny things where the ball has to fall into a slot, but I have no idea how to go about making such an object... o.O

FunkyStickmen: Battle of the Races (1%)
Ric
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Posted: 16th Mar 2006 16:25 Edited at: 16th Mar 2006 16:26
I think you mean Roulette? ODE physics might be handy for that kind of thing.

Hobgoblin Lord
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Posted: 16th Mar 2006 18:06
Ric, by data statements used in moderation what exactly is the limit?
Hobgoblin Lord
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Posted: 16th Mar 2006 18:32 Edited at: 16th Mar 2006 18:36
OK eliminated the Data statements, here is my progress so far. it only draws the pics and randomizes them, spacebar gets a new set to roll. Needless to say it is a slot machine.

EDIT IGNORE THIS SOURCE DID NOT POST ALL
Hobgoblin Lord
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Posted: 16th Mar 2006 18:35 Edited at: 16th Mar 2006 18:37
Lets try that again, ignore the code in the previous message.

EDIT Ignore this one too use the download instead

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Sven B
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Posted: 16th Mar 2006 18:40
Uh?

the dbpro file doesn't store the source code. The dba file does.

Try putting your code in your main forum editor and put it between [[/b]code] and [[b]/code]

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
Hobgoblin Lord
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Posted: 16th Mar 2006 18:48
Ok Try it one more time. I tried to put it between the code tags but it said it was too long. here is the source file

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Posted: 16th Mar 2006 20:23 Edited at: 16th Mar 2006 20:25
EDIT: Nvm, I see you said it was too long *slap* ow...

FunkyStickmen: Battle of the Races (1%)
Skrawl
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Posted: 16th Mar 2006 20:23
@Hobgoblin Lord: ...You sir are not from this world. How did you maintain your sanity drawing those things with DOT...

2+2=5
Ric
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Posted: 16th Mar 2006 21:16 Edited at: 16th Mar 2006 21:42
Welcome to the challenges Hobgoblin Lord.

I'm afraid your current entry isn't admissible, as it contrevenes the principle and the purpose of the no media rule. What you have done is a clever way of getting around the rule, but that's just not in the spirit of these challenges. The basic guideline is this: 'obey' the rules, don't try to 'get around' them. I'd much rather see people concentrate their efforts on the quality of their code, and the gameplay aspect.

Hope that hasn't put you off - I'm looking forward to your next entry - I love slot machines, especially when I don't lose any real money!

Image All
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Posted: 16th Mar 2006 21:47 Edited at: 16th Mar 2006 21:48
So, people say "Good Job" to my Descent clone with all that internal media, but you can't accept a couple of harmless sprites?

Making teh entry now..

This is pretty much what I have so far

I hope it gets better

FunkyStickmen: Battle of the Races (1%)
Hobgoblin Lord
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Posted: 16th Mar 2006 22:13
No Problem; I thought the no media rule was to keep people from having to download gobs of it.
Image All
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Posted: 16th Mar 2006 22:58
Okay, now I have a real building



Gambling device soon to be added

FunkyStickmen: Battle of the Races (1%)
Ric
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Posted: 17th Mar 2006 00:42
Quote: "How did you maintain your sanity drawing those things with DOT...
"


I'm certain he didn't do it like that! I guess he extracted the colour of every pixel in each image - either using the point command, or by hacking an image memblock. Then he probably saved the data to a text file including the ink and dot commands, and copied and pasted it into his code. At least, that's how I'd do it!

@Imageall:

That for n=1 to 150000 (twice) business really slows down the loading time! Why not make your textures much smaller with fewer dots, then use scale object texture to give the appearance of many dots? For example:



Hobgoblin Lord
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Posted: 17th Mar 2006 01:09 Edited at: 17th Mar 2006 05:24
Quote: "I'm certain he didn't do it like that! I guess he extracted the colour of every pixel in each image - either using the point command, or by hacking an image memblock. Then he probably saved the data to a text file including the ink and dot commands, and copied and pasted it into his code. At least, that's how I'd do it!
"

You are correct sir.

the code I used
The end is near
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Posted: 17th Mar 2006 02:40
im in!
Gil Galvanti
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Posted: 17th Mar 2006 15:21
Do horse races count?

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Ric
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Posted: 17th Mar 2006 15:29
Yes - hence the phrase
Quote: "you could create a horse racing game"
in the challenge information above!!

Image All
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Posted: 17th Mar 2006 16:46
Quote: "That for n=1 to 150000 (twice) business really slows down the loading time!"


Get used to it! That way it actually has randomization, and it's not just a false illusion besides, it might get seems if I tile it o.O

FunkyStickmen: Battle of the Races (1%)
RiiDii
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Posted: 17th Mar 2006 19:34 Edited at: 17th Mar 2006 19:37
Quote: "That way it actually has randomization, and it's not just a false illusion"


From Dilbert:

Accounting Troll: "And here is our random number generator."
Random Number Generating Troll: "9, 9, 9, 9, 9, 9..."
Dilbert: "Are you sure that's random?"
Accounting Troll: "That's the problem with random numbers, there's no real way to tell."

Just making a point that doing 300,000 random calls just makes it more difficult to predict, not any more or less random. The Randomize Timer() set up is more than adiquate to prevent most folks (like 99.9996% + ) from trying to actually predict which random number sequence will be used. You might be able to produce a better illusion of random, but it's pretty much an undetectable difference, and it's still an illusion.


Open MMORPG: It's your game!
Hobgoblin Lord
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Posted: 17th Mar 2006 22:55 Edited at: 17th Mar 2006 22:56
Well here is a little idea I have, right now it just loops when you press the space key

Gil Galvanti
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Posted: 18th Mar 2006 00:53
Quote: "Yes - hence the phrase
Quote: "you could create a horse racing game"
in the challenge information above!!"

lol, sorry, didn't see that . I think I might try this challenge, despite my bad programming abilities

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CuCuMBeR
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Posted: 18th Mar 2006 18:27
This is my first time attempting in these challenges, im rather busy.. but as this one sounds an easy challenge i wanted to join in so here is mine.
its a dice game, who gets the highest dice total, gets 10$
not a great game though:p
was planning to get the dice numbers with ODE with making 3d objects and rolling them down but then i noticed ive no help files about ODE commands which i wonder. but anyhow rnd() command is okay too.
Ric
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Posted: 18th Mar 2006 20:45 Edited at: 18th Mar 2006 20:47
It's a start - not sure about your calculations though, here it's telling me 6 is a bigger total than 7:



ODE physics would be very good for dice rolling. There aren't any help files on it yet, but batvink's tutorial in the newsletter a couple of months ago probably covers all you need.

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CuCuMBeR
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Posted: 18th Mar 2006 21:44
Ok sorry here is the fixed version:


And no batvinks tutorial actually tells the same thing which is told by the 5.9 example, i need to know what these commands mean rather than where i need to put them actually:

what is erp and cfm anyways? what those numbers do?
is newton allowed? im a Newton guru:p

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