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DarkBASIC Professional Discussion / - DBPro Coding Challenges -

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Darth Vader
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Posted: 26th Mar 2006 09:07
Okay here is an updated version of Horbox
Longer Track!
Button two will give you a closer cinematic view!
Closing Message (Curtesy reasons )

Version 1.1



Enjoy!

Can I put this in the program Announments board?

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HowDo
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Posted: 26th Mar 2006 13:25
Darth Vader Very Good amost there; few more tweak suggestion.

Hints on when to press anykey or space bar.
make so you have to enter a bet.(pressing return just moves you on to pick a hores)
same with bets.
hard one this make it so that it waits so long before changing screen or change when user presses a key.

Keep going next version will be seeing animated hores not boxes and sound

Not won yet keep picking the wrong one

I'm not getting you down am I, Ho Look! another fancy Door?
Ric
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Posted: 26th Mar 2006 15:32
Darn you horse number 4! You just lost me $500!!

Godd job so far, and I'm glad to see you're getting something out of this challenge!

Couple of suggestions:

I agree with Bill - you need to display your current amount of money when you are placing your bet.

A nice touch would be to have different odds for different horses - for example, horse number 1 has a greater chance of winning, but you only get odds of 2:1 (ie you double your bet). Horse 5 has the least chance of winning, but you get odds of, say, 20:1. And the opportunity to back more than one horse would be good. These things would make the game more tactical, rather than just random guess work. Nice work so far though.

RiiDii
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Posted: 26th Mar 2006 19:49
Another suggestion; max out the bet. Basically, at a 5:1 odds (it seems like that's what you have), and a 1 out of 5 chance to win, one could bet 1 for 4 races. If there is a win, bet 1 for 4 more races. Otherwise, increase the bet to 2 for 5 races, then to 3 for 5, and so on. Everytime a winner is chosen, start back at the 1 for 4. It's okay to allow nickle and diming the race, this is common strategy to get folks addicted. But, once they get a bit of a pool of money built up, they want to make more money faster. So the base bet might jump up to 5 or 10. If you were to limit the max bet at 10, for example, this strategy eventually stops working, and the house wins. Adding in different odds will also help keep the house winning a little more often, because you can set the odds behind the scenes. For example, horse number one pays off 2:1 odd, but really wins only 48 out of 100 races (or something like that).


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CuCuMBeR
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Posted: 26th Mar 2006 20:11
when my horse loses, i still earn money
RiiDii
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Posted: 26th Mar 2006 20:43
How much time left for this challenge? I'm playing around with a game to make right now.


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RiiDii
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Posted: 26th Mar 2006 23:34
Here is my entry: PRIDE

The game is loosely based on the Prisoner's Dilemma, which is how the name came about: Pri + Di, but I didn't like PRIDI, so I changed it to PRIDE.

This the basic game. AI has not been added in... yet. For now, it's random. But you can get the idea while I code in an AI to go up against.

Enjoy!




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BillR
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Posted: 26th Mar 2006 23:58
@RiiDii - after 4-5 rounds I get an error:
"Array does not exist or array subscript out of bounds at line 159"

An interesting game though, I will have to try it again later.
Ric
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Posted: 27th Mar 2006 00:13
Yeah - interesting game. I didn't really get the rules, because I skimmed over them quickly, but hey - I won nearly 1000 credits, so I guess I got the general idea! Deadline day is Wednesday, by the way.

Segan
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Posted: 27th Mar 2006 03:28
@Riidii

Actually, I think you should have called your game "Priidii."

I played it, and I think it's a great idea for a game. I actually think it would be a fun game played "face to face" to try to get a read on what your opponents next move would be. However, I also noticed a couple of problems:
1: I also get the same error as BillR. Although this might not be useful information, for some reason it seemed to occur on times where I had chosen the bottom row...
2: From the way I interperated the information at the beginning of the program, the program seems to put too much money into the pot (twice as much in fact). Is this a problem of my interperatation of your introductory paragraphs, or a bug?
BillR
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Posted: 27th Mar 2006 05:09 Edited at: 27th Mar 2006 06:00
@Ric - Since I am 8-9 hours behind you guys in the UK, what time Wed is the deadline for me?

Do I have until 11:59PM Wed Night? Which would be like 8 AM Thurs morning for you. I'm guessing, that wherever people live, it will be at the end of the deadline day for each entry.

Let me know, Thanks.
BillR
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Posted: 27th Mar 2006 06:06 Edited at: 27th Mar 2006 13:10
Here is my entry so far.



The mouse x-direction controls the power meter
The Left Mouse button FIRES
The Right Mouse button controls the firing rate
Getting a ball in each of the 5 bottom pockets so they close part way, will open up the top bonus pocket!
Darth Vader
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Posted: 27th Mar 2006 08:19 Edited at: 27th Mar 2006 08:19
Horbox Racing Version 1.2 Final Entry

Bugs fixed


New Features
Money now shown before you place your betting amount!
Simple Instructions given before game commences (with controls)
Horses are no longer random, but have actually got different speeds, and also have different winning amounts!
Weather affects can alter horse speeds for better or worse!


I hope you enjoy this new update. Horbox has really got me programming!!!


Please report any bugs to me.
Can I put this in the program announcement board?

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BillR
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Posted: 27th Mar 2006 08:49
Quote: "Can I put this in the program announcement board?"


I would say not to until you are TOTALLY done with it, probably after the challenge deadline.

I will check it out later, kind of busy working on my entry right now.
RiiDii
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Posted: 27th Mar 2006 11:28 Edited at: 27th Mar 2006 12:37
Okay, here's an update. Fixed the bug array subscript out of bounds.

Added in a serious opponent: ANNTM. ANNTM is a Genetic Neural Network that will learn. The only problem is, for now, it would probably take ANNTM about 10,000+ games to get any good at it. Until then ANNTM is very predictable. ANNTM was originally designed to update every n frames in real-time games (shooters, rpgs, rts's, and so on). So it would only take ANNTM a few hours to get smart. Also, a trainer is supposed to train ANNTM before being let loose (this has not been done). The next update will involve seeding ANNTM's neural net with at least reasonable neural links (right now, everything is randomized. Then training ANNTM should only take a few hundred games.

Once I've "trained" ANNTM to play this game, I'll post it's memory. Technically, I know a seperate file is not allowed. However, you perfectly free to not download it, and ANNTM will work just fine. It just won't be so smart until it's trained. The code saves ANNTM's memory, so all those games don't have to be played only to have ANNTM's memory wiped. I might also write a trainer program which would put ANNTM against a reasonable, but static AI.




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RiiDii
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Posted: 27th Mar 2006 12:35
Okay, here's a trainer code.


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Ric
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Posted: 27th Mar 2006 16:14
Look forward to trying out these entries when I get home. As for deadline times, I won't be starting the judging process until I get home from work on Thursday, so it's safe to assume you have until the time you go to bed on Wednesday night wherever in the world you live, and whatever time you go to bed!

RiiDii
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Posted: 27th Mar 2006 21:51
Here's an update on the main game code. I will post an update to the trainer code as well (I am making the trainer a bit smarter).


Open MMORPG: It's your game!
Ric
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Posted: 27th Mar 2006 22:28
Holy crap Rii - the challenge was make a gambling game, not design a brain!! Where does your AI code originate from - is it your's entirely, or is it a conversion of some sort? It looks amazing, I have to say - not sure I'm going to have the time (or intelligence) to comprehend it all by judging time, though!!

Ric
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Posted: 28th Mar 2006 00:34 Edited at: 28th Mar 2006 00:40
@Bill: I don't know if it's the same on your pc, but on mine, the pins seem too close together to allw the balls to fall through - I spent $200 and couldn't get a single ball in any of the boxes. There are a couple of other things too - the balls seem to float along the bottom of the screen rather than rolling down the ramps - is there a hidden static object down there somewhere, or doesn't the ODE like rotated boxes? Also, once I had spent around $200, I ran out of balls even though I had money left - I guess they were all stuck on the pins:



Aside from those things, though, it looks really promising. The entries in this challenge are so different from one another, it's going to be a tough one to call.

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BillR
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Posted: 28th Mar 2006 01:22
@Ric - That is REALLY strange. I have seen nothing like that!
Once in a while I get a ball to balance on top of a pin, but nothing like that. Your balls are actually sitting on top of the pins, which are rotated boxes, so they are sitting on the 90 degree corners, amazing. DarkPhysics can't get here soon enough!

Can I send you my .exe file to see if it works on your system? It is about 5.5 Megs zipped.

I'm thinking something in your compile of my ODE code is the real problem. What verwsion DBPro are you running 5.9 or 6.0?

I am running 5.9, but download 5.9 again and reinstalled it 2-3 weeks ago, maybe they did an update to it or something.
Darth Vader
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Posted: 28th Mar 2006 08:00
Has anyone tried my latest game version?

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BillR
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Posted: 28th Mar 2006 09:22
@Darth Vader - I finally had a chance to try your latest version, I like the work you have done, it's coming along nicely.

I do have some things you need to work on:
1) SERIOUS problem - what happens on your system when instead of placing a bet you hit the escape key to exit your program?

My system hangs! - That's because you have gosub commands going to a label: - that is a BIG NO NO. Only goto statements can go to a label:
You can only gosub to a routine that end with a RETURN command.
So, replace your gosub commands with goto commands.

Also it is good programming practice to limit the number of goto commands in a program. a few are ok, too many looks like you didn't plan or code your program very well.

2) I STILL can't see the amount of money I have at the same time I am placing a bet, this really needs to happen. I want to see how much money I have WHILE I am placing the bet.

3) take your 'wait 2000' command out, it's annoying if you have played your game before to have to wait.

4) ANYWHERE you have a WAIT KEY statement, you really should have a 'press any key' message, otherwise the player isn't sure whether to hit a key or not.

Hope you get all this taken care of, so I can try your game some more.
BillR
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Posted: 28th Mar 2006 09:25
@Darth Vader - I forgot to ask you...

Which is faster....a FAST horse, or a QUICK horse.

I wasn't sure. I thought horse#1 was fast on a sunny day, but horse #5 seems to win instead on a sunny day.
RiiDii
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Posted: 28th Mar 2006 10:58
Ric. Yep, it's mine. I know the challenge was for a gambling game, but I've been itching to try out ANNTM, so feel free to ignore that in judging.


Open MMORPG: It's your game!
Darth Vader
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Posted: 28th Mar 2006 12:02
Hey ric are you going to list all the entries like last time!?

When in Trouble with anything visit here your number one stop for help
Ric
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Posted: 28th Mar 2006 15:49
@Bill: I just upgraded to the latest version (6RC1) before trying your code - feel free to email me your compiled version using 5.9 and I'll see if there's a difference. And yes, I agree, DarkPhysics can't arrive soon enough ..... the ODE was never really meant to be a proper physics plugin, it was just the skeleton of a system that TGC needed for FPSC. Unfortunately, DarkPhysics won't be allowed in these challenges, though!

@DV: yes, I'll be listing all entrants and giving feedback as usual.

Ric
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Posted: 28th Mar 2006 21:45 Edited at: 28th Mar 2006 21:47
@Bill - the exe I tried works fine - none of the above problems at all. Works very nicely in fact, although winning money does seem a touch too easy at the moment.

One thing I neglected to mention, is that when I compile your code myself, I get an error saying "variable 'floor' name is not valid at line 64". 'Floor' seems to be a reserved word. A little perplexing that the command 'global floor=0' actually appears on line 63, though!! I did a search and replace changing 'floor' for 'floorx'. Can't think why that would be connected to the issues above though. Also I noticed that my compiled version is much darker than your compiled version - did you change the light settings, or is this another effect of version 6 do you think?

You could mention the ODE issue on the version 6 update thread, although I think it will be difficult narrowing down the exact issue without running two machines with the two different version side by side for comparison - and to be honest, as the ODE was never part of the 'supported' command library, I doubt TGC have much interest in fixing any issues it has. Especially with DP on its way.

Anyway - best post an exe of your final version as well as the code.

Mr Bigger
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Posted: 29th Mar 2006 03:15
I`ve been away for a while and now that i'm back i see multiple
upgrades and some great competition. I think i should update my entry to work with all versions but first i would like to thank you all for your kind words,and second...

@Cucumber-Lookin good,but i think things are'nt adding up.

@Virtual Nomad-That's lookin sweet.I hope you finish in time,be a shame to let RiiDiis' dice code go to waste for this challenge.

@RiiDii-Now this is different,actually have to think.Great job.I bet ANNTM would make a good bot for the community FPS.

@BillR-Cool physics,however it would seem no matter which version of DBPro i compile with i get the same problems mentioned by others.I`m lookin forward to the final version.

@Darth Vader-Hey fun game.GO! box GO!lol!.You've made great progress with this,good job.

and lastly my updated code to work with 5.8 and up.


and a link to the executable.
[href]http://myweb.cebridge.net/mrbigger/liberty sevens.zip[/href]

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BillR
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Posted: 29th Mar 2006 04:43 Edited at: 29th Mar 2006 04:43
@Mr. Bigger - Did you try my code with DBPro 5.9? that's what I am using. Try my compiled version using the URL at the bottom of this post.

Here is my latest program it's a Pachinko game that has problems with version 6 compiled by someone else, since I am still using v5.9.

The left mouse button fires
The right mouse button control firing rate
The mouse x-direction control power meter
You need DBPro 5.9 for this to work right.


Here is the link to the compiled 5.9 version that works.
URL=ftp://billr%25004fbbc:ftp@205.178.145.65
Mr Bigger
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Posted: 29th Mar 2006 05:20 Edited at: 29th Mar 2006 05:30
@BillR -
Quote: "Did you try my code with DBPro 5.9?"


Actually i did,and 5.8,6.0 b1,b2,b3,b4.Balls could'nt fall through pins and would,nt roll down the ramps at the bottom.
On the plus side the executable worked great,fun stuff.
Ater i figured out how to play i became very efficient and
started winning loads of cash.

I'll check my .ini files and try to compile again, maybe i'm excluding something it needs.
*Edit-Nope.Still no joy.That's odd.

AMD 2600+/1GB DDR ram/GeForce Fx5200 128MB/W2KPro/DBPro 6.0
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Darth Vader
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Posted: 29th Mar 2006 05:26
Thanks mr. Bigger!
Herse the updated code that fixes the exiting problem (I had that too), plus I took out the wait 2000 command. As to the money viewing as you can see in my code I am placing strings on objects using the GET IMAGE command, but when I tried it with intergers it doesn't work!
Heres the code

Version 1.3


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RiiDii
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Posted: 29th Mar 2006 11:18
Okay, here's an update to the trainer. I made a few modifications to the learning to account for the game-to-game rather than frame-to-frame learning ANNTM was designed for. ANNTM plays 5 games then updates the neural net. At the bottom of the printout, I added two values. The first is the Epoch, which is basically how many evolutions ANNTM has gone through. The next number is ANNTM's average score. The score can be anything that indicates to the AI how well the neural net did since the last Epoch. The score is compared to the average score is used to tell ANNTM if an Epoch was good or not, and how to weight the current neuron settings. The reason I added that value to print is to show that ANNTM actually improves over time (well, at first, ANNTM just does less bad). My first run of the trainer code printing the average score, the average score started somewhere around -250 to -280 (lot's of variation at first). Then as it stabilized around -240. By about Epoch 400 or so, ANNTM was up to -180, showing a definate improvement.

As ANNTM goes through each Epoch, there is less and less of a random chance that the neural net will randomly change, but never 0% (if you stop the code and start again, that chance is reset). I don't know where ANNTM will level out at yet, but I might let the trainer run all night just to get an idea. You might see the average score drop down once in a while when ANNTM tries different strategies, but for the most part, it should continue to get better.

Oh, the string of numbers right below the game board is the raw neural output from ANNTM.

Enjoy.

PS. If you do happen to get ANNTM into a positive average score at a fairly high Epoch, please post the two .ann files.


Open MMORPG: It's your game!
Ric
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Posted: 29th Mar 2006 11:25 Edited at: 29th Mar 2006 11:28
Quote: "Actually i did,and 5.8,6.0 b1,b2,b3,b4.Balls could'nt fall through pins and would,nt roll down the ramps at the bottom.
On the plus side the executable worked great,fun stuff.
"


I can confirm that - I just tried the code on my laptop which is running 5.9, and I have the same problems again. That's seriously weird. What is in Bill's compiled version that is different from our's? It really makes you lose your faith in DBP when the same code runs differently on different machines!

Mr Bigger
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Posted: 29th Mar 2006 12:04
Well i`m not loosing sleep over it because i'm sure the code posted is not the same used to make the executable.I think the code is an old verion as the backface is a different color and there are no numbers on the boxes.

@RiiDii- Your out of control!Awesome code man!

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BillR
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Posted: 29th Mar 2006 13:07 Edited at: 29th Mar 2006 13:43
Quote: "Well i`m not loosing sleep over it because i'm sure the code posted is not the same used to make the executable.I think the code is an old verion as the backface is a different color and there are no numbers on the boxes."


@Mr. Bigger - What are you talking about? The posted code and the executable are the same code. WHERE do you see a version without numbers on the boxes that isn't a screenshot of an earlier version? Any differences are ones that DBPro 6.0 is making.

@RiiDii - I think your code makes my head hurt, your code is a wild concept to be sure.
Segan
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Posted: 29th Mar 2006 18:14
@BillR: Running 5.9. Same problem. If I change the ballsize to something like 75 though, it works fine.
RiiDii
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Posted: 29th Mar 2006 19:03
Thanks for the comments. It seems there is problem with some calc in there, so I may not wrap up the AI portion. I can just post the game with the trainer AI instead, but I will see what I can manage before the deadline.


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Mr Bigger
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Posted: 29th Mar 2006 21:34
@Bill-Yup,you`re correct it was an older version i was comparing.
Segans solution works great btw.

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BillR
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Posted: 30th Mar 2006 00:41
@Segan - Thanks for the feedback and info about changing the ballsize to 75.

Has your DBPro always stayed at 5.9, or did you ever update any DBPro copy on your system to 6.0? It's really strange that my 5.9 works, and everyone else seems to have problems with rotated boxes in ODE even with 5.9.
Darth Vader
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Posted: 30th Mar 2006 02:33 Edited at: 30th Mar 2006 06:08
@Billr - I get the same problem as ric! The balls get stuck on top of the pins, and they float along the bottom instaed of rolling down! I am running U5.9 (Not to sure about the U6 Betas yet!)

Apart from that, great game!!!

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Image All
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Posted: 30th Mar 2006 06:15
@Darth Vader: I got hooked on teh horse racing game But I kept loosing... so I figured out a stragety! Bet all your money on hourse 3 and you'll always win!!



lolleth...

FunkyStickmen: Battle of the Races (1%)
Darth Vader
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Posted: 30th Mar 2006 06:29 Edited at: 30th Mar 2006 07:19
Lol

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Darth Vader
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Posted: 30th Mar 2006 07:20
Time is almost Up!

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Phaelax
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Posted: 30th Mar 2006 08:02
Is this challenge over yet? 2 weeks of free time i've had and just couldn't be motivated to make a gambling game.


Darth Vader
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Posted: 30th Mar 2006 08:07 Edited at: 30th Mar 2006 15:08
It over today I think??

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BillR
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Posted: 30th Mar 2006 10:59 Edited at: 31st Mar 2006 09:37
We have lost our electrical power here in San Francisco once tonight from a heavy rain storm, so I am posting my code now, in case we lose power again.

So, here is my entry. You will need at least DBPro 5.9.
If the balls are getting stuck, you can change the ballsize=75 on line 56, althought that will make the balls behave differently.



Here is the link to the compiled DBPro 5.9 version of the same source code that works.

Browser Download:
ftp://billr%25004fbbc:ftp@205.178.145.65

FTP Download:
205.178.145.65
Login: billr
Password: ftp

I have also attached the compiled .zip version to the download button on the right---->>>.

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Ric
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Posted: 30th Mar 2006 11:36
@Bill - your ftp is password protected - I know you emailed me the password, but could either post the password here or upload the executable to this forum (I think there's a 100mb limit so there shouldn't be any problems) so that other people can try it?

Judging will commence when I get home tonight.

Acolyte Entertainment
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Posted: 31st Mar 2006 03:59
BillR. it doesent work. when i hit the LEFT mouse BUTTON it does nothing. might wanna fix this b-for judjing

BillR
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Joined: 19th Mar 2003
Location: United States
Posted: 31st Mar 2006 04:36 Edited at: 31st Mar 2006 04:41
@Sn0wfall Studi0s - Did you try downloading the compiled version?
Copy and paste this into your browser - ftp://billr%25004fbbc:ftp@205.178.145.65

I just now downloaded the .zip file with my web browser, unzipped it, and it worked fine for me.

The source code also works for me using DBPro 5.9.
DBPro 6.0 seems to have some issues with my source code which uses ODE commands. ODE seems to be mishaving for a lot of DBPro users with my source code.

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