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DarkBASIC Discussion / DarkNOOBS Project 1

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Sinani201
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Posted: 23rd Aug 2008 19:23 Edited at: 23rd Aug 2008 19:25
OK, thanks for the output. Right now I'm at someone elses house, but when I get home I'll start working on it.
@Ed22
Thanks for the transparency! I'll edit the signature right now.



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Irojo
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Posted: 23rd Aug 2008 21:09
I'm not going to be able to go online for about 2 days. Just to let you guys know. And BN2, what do you think about the brightness bar?

BN2 Productions
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Posted: 23rd Aug 2008 21:19
Very good, only thing I would suggest is center it onscreen and use the SET SPRITE command to make the window not transparent at black parts. Other than that, its great keep up the good work.

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Irojo
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Posted: 23rd Aug 2008 21:24 Edited at: 23rd Aug 2008 21:29
Okay thanks.


[EDIT]

As requested...
I will center it when I get back.


sinisterstuf
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Posted: 24th Aug 2008 01:48
I'll have media for you guys before Wednesday, sorry for the delay, I've been busy. I'll try to get it done by tomorrow though. Okay?

Keep up the good work everyone!

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CYMRU AM BYTH!
BN2 Productions
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Posted: 24th Aug 2008 09:45
NP Sinister, its cool. Thanks again for doing it!

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
sinisterstuf
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Posted: 25th Aug 2008 21:58
Maybe the progess has slowed for lack of media? In which case I apologise. I have been working on media but I will not post this evening. Hopefully tmorrow. But in the mean time... WORK!!!

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BN2 Productions
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Posted: 25th Aug 2008 22:23
I think we are all somewhat running out of things to do.

Sinani, how's it going?

Irojo, try adding in an extra tile to your code, for a wall. It makes it a little more fun, since it makes obstacles that can't move.

So here is what we have:

-Menu
-Movement controls
-Music

Here is what we still need

-Rock controls. Physics is partially done, pushing hasn't been started.
-Media
-File control code
-GUI (for loading and generally making it look cool)

We still have our work cut out for us. DarkDragon, if you are still following this, you can jump in with one of these things. I will take the file control code, since we don't have a lot of people.

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
NanoGamez guy
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Posted: 25th Aug 2008 23:17
@BN2
I'm working on the GUI, I'll post another screenshot soon, also what other thing do you want me to do for the GUI?


On the other hand, you have different fingers.
sinisterstuf
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Posted: 26th Aug 2008 02:21
Oh, I forgot! Irojo said he wouldn't be coming on for the next two days! That must be why it's so quite! I do miss the guy...

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Irojo
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Posted: 26th Aug 2008 03:34 Edited at: 26th Aug 2008 03:49


Thanks Sinister!

I'm back!!!!

[EDIT]

I decided to start on a Froggers game, because I couldn't access the internet, and I couldn't remember stuff that needed to be done.
However, It's not working. It got to be pretty complicated for me, and I can't find where it is wrong. My thoughts on the matter are explained in the code:



Thanks.

BN2 Productions
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Posted: 26th Aug 2008 08:10 Edited at: 26th Aug 2008 08:13
@Nano
For the GUI, the 448x448 playing field will be centered on screen (maybe a little bit above center, to make room). The GUI should have spots for total gems collected and the total time taken on the level.


@Irojo
this IS a little off topic, but still happy to help. I figured out a couple problems.

1:

If the car is placed at 640, it will NEVER be checked, since check only goes up to 480.

2:
The code is designed to move 20 cars, however, it moves them all at once, so it will only look like a max of 6, since it moves them all from the same spot at the same time.

3:
You are using the paste image command. Because of this, you will need to redraw the road for every loop. I simply copied the road code into a function and just called it at the beginning of the loop.

4:


And then


You switched your number scheme. Notice that what is numbered one, should be going left, but in the loop, it 1 means go right. Then, for the other direction, you used 0 and 2. Since they are different, you will never see a car go in that direction.

5:


There is a problem with the logic of this check. It should be fairly obvious, but here is a hint: what coordinate becomes 1 (or 2) and where are you putting the image?


Other than these things and a few misc personal preference differences (simply things I would have done differently) it isn't a bad start. 1 suggestion, though is that rather than using an array for the entire screen to control cars in 3 lanes, you could do what we did for the rocks, that is, DIM cars(TOTAL CARS,3) where 1 is x and 2 is y (or you could just use 1-3 to correspond to the lane that it is in) and 3 is for the direction.

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Irojo
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Posted: 26th Aug 2008 17:20
Ah! Well thanks for taking your time to find the mistakes! I apreciate it. I'll fix that up when I have the time.

NanoGamez guy
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Posted: 26th Aug 2008 22:39 Edited at: 26th Aug 2008 22:42
Here's the GUI for the gameplay:

I softened up the noise to make it better looking. I wasn't sure what to put in the space in the middle right so I left it empty.
Sorry BN2 I didn't centre the playing feild, it just looked better and there was more room like that.
Please tell me if there's anything you want me to change or add.


"To succeed is not enough; others must fail" - Gore Vidal
Irojo
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Posted: 26th Aug 2008 23:12 Edited at: 26th Aug 2008 23:18
Fabulous. You are amazing!!!

I like the playing field like that.


And you can use your previously shown message box when the player clicks on the menu!!!

What do you think about this sound when you press the menu button?

[EDIT]
Once again, I did not that sound.

Sinani201
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Posted: 26th Aug 2008 23:23
That's when you press the menu button?
It doesn't sound that good... I'm sure there are better sounds.



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Irojo
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Posted: 26th Aug 2008 23:36 Edited at: 26th Aug 2008 23:38
Okay. I'm sure your right.


How's your rock movement going......?

[EDIT]

what about...

BN2 Productions
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Posted: 26th Aug 2008 23:43 Edited at: 26th Aug 2008 23:44
Nano, that is awesome. I just threw out the whole center it thing, but that looks much better than what I was thinking of anyway.

@Irojo
You mean when you press play right? For anything other than that, it is too long and not subtle enough. It is distinct, which means that the player will get annoyed with it if they are navigating menus. The idea for that type of sound is a soft beep or similar sound. It is there so you know you pressed something, but quick enough that it won't get noticed.

The second one isn't that bad. Much better than the other one, but I would say only use it for the play button, not the other things.

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Irojo
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Posted: 27th Aug 2008 05:44 Edited at: 27th Aug 2008 05:49
If you look at Nanos GUI, you'll notice a menu button in the bottom right hand corner. When you press that button, A confirmation window appears (Nano made one on the last page) and the noise is played.

[EDIT]
signature change


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BN2 Productions
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Posted: 27th Aug 2008 07:58
Well if the menu button is going to quit the game and go to the menu, then it should be a more final sound, perhaps a rumbling sound or similar. Again, a subtle sound though.

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
NanoGamez guy
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Posted: 27th Aug 2008 11:51
Acutally, what I was thinking when I made it was that there should be an in-game menu. From there you could go back to the main menu, get instructions etc. This would also be a way of pausing the game.

Oh yeah, BN2, what do you want to go in the blank space in the mid-right? Or should I just leave it blank for now?


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BN2 Productions
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Posted: 27th Aug 2008 12:15 Edited at: 27th Aug 2008 12:23
Hmm, I really have no idea what to put in the blank space. Any suggestions guys? For now lets leave it blank.

In other news, I have all but finished the open file functions. Will probably revisit later to use Nano's graphics stuff, but for now, I went with a windows imitation look (kind of at least).

[edit] Found a bug already :-Y . Will get that after work later and then repost with the corrected.


@All
I want a progress report from everyone for where they are, even if you have just posted it. I want to know what is done and what still needs to be done. Since we are slowing down in production, I want to make sure that some things aren't being overlooked. Thanks!

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Irojo
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Posted: 27th Aug 2008 17:15
Nothing new here. I hate to say it, but we're waiting alot for you Sinani...


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BN2 Productions
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Posted: 28th Aug 2008 10:59
I am thinking that too. Sinani, I could really use some sort of an update. At least tell us where you are, or we will finish this up with the code that I wrote (don't really want to do that, but we will). This project has gone on much longer than it should have, so I think it is time we really get down to finishing this up soon.

Anyone agree, disagree, have any other opinion?

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Irojo
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Posted: 29th Aug 2008 03:12 Edited at: 29th Aug 2008 19:07
I definetly agree. My idea for a new project, or my own project, was Frogger now. So I've been working on it. I redid my old code, feeling it wasn't optimized, and I've cranked out this:



There are some problems with it, but I figured I'd show ya the beginnings.

----


And I took someone elses fireworks code from the database, edited it so it worked in DBC, and then changed it up a bit. I figured this might be used for the end of a level screen:
[EDIT]
Finished!


Sound Attached.


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Sinani201
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Posted: 30th Aug 2008 04:06 Edited at: 30th Aug 2008 04:06
Update!



Supports pushing from both sides, and has an improved falling code.



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BN2 Productions
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Posted: 30th Aug 2008 04:18 Edited at: 30th Aug 2008 04:24
Hmmm, I will check it out. Hey, Irojo, could you post your most updated code? I am on a different computer right now and want to use sinani's code with yours

For your code, sinani, here are a couple things:

Quote: " tile(rocks(t,1),rocks(t,2) = 2 "


Forgot a ) at the end there. Not big, would have expected dbc to catch it though.

Also it looks like your right and left keys are mixed up.

Remember, increasing on the x axis is going to the right. Decreasing is on the left.

I will post my direction function later for you to incorporate sinani. It will return what direction to make the rocks fall if they hit another rock, so that they don't stack, they pile. Also, don't forget that if the rock falls on the player, they have to die, just include an extra check for if the player is under it and have it gosub to a death subroutine.

Irojo, you want to write the victory and death subroutines (or one, your choice)?

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Irojo
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Posted: 30th Aug 2008 06:54
I'd love to. And If you look above, victory is made.

Thanks for the update Sinani!!!

Here's the most recent BN2:




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Sinani201
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Posted: 30th Aug 2008 07:13 Edited at: 30th Aug 2008 07:32
OK. We're obviously not going to make a game with simple colored tiles. We're going to use real sprites, and I'm thinking of creating some graphics for it.
What should the main character look like? I'm not really sure what he/she should be. Should it be a ball, or some kind of alien?

For now I'll work on some other stuff, like uncleared tiles, boulders, etc.

[EDIT] I found a sprite set with a bunch of useful sprites, like boulders, clocks, and a bunch of stuff. I found this coin sprite that might be helpful (it's attached).



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BN2 Productions
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Posted: 30th Aug 2008 08:11 Edited at: 30th Aug 2008 11:25
Well, Sinister is making graphics for us to use, interesting sprite set though. Is that from earthbound? Definitely a plausible alternative if we need graphics fast.

[EDIT]
Ok, just tried your code, sinani. Can't quite get it to work for some reason. The first rock works but leaves a trail of rocks behind it. For some reason the other rocks don't fall. Have you tested the code yourself?

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Sinani201
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Posted: 30th Aug 2008 20:12 Edited at: 30th Aug 2008 20:23
Quote: "Have you tested the code yourself?"

What code am I supposed to test it with?
[EDIT] I fixed it! I just had to change one line of code. Here's the new code:



Quote: "Is that from earthbound?"

I've never heard of that game! Although I recognized the sprites from another game called Happyland, and I saw some of them in TDK's Scroller Kit that he never finished...



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BN2 Productions
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Posted: 31st Aug 2008 00:53
Quote: "What code am I supposed to test it with?"


You write some code to test it. Just a demo type program. Set it up so that a rock will fall repeatedly. Then make them stack, and so on and so forth.

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
sinisterstuf
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Posted: 31st Aug 2008 02:29
*sigh* and here, at last, the long awaited return of sinisterstuf. Hail darkn00bs team! I apologise for the wait, I was on a noble and perilous quest. But hark, I come bearing media in the form of a downloadable zipped attachement which thou shalt hopefully shortly download and unzip into thine project folder. Now hopefully thou shalt be satisfied with that which I have provided (images and music) but if tis so that I've forgotten something or you wanna complain... just say so. Ask and you will recieve hope you like it!

LLANFAIRPWLLGWYNGYLLGOGERYCHWYRNDROBWLLLLANTYSILIOGOGOGOCH
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Irojo
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Posted: 31st Aug 2008 06:13
WOOT! They're pretty awesome. I don't have time to check em all out right now. But could you say what everything is for?

AND DANG

All those sprites are going to be hard.


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sinisterstuf
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Posted: 31st Aug 2008 10:11
Well, you're kinda supposed to be creative with them.

They're all organised into folders so when you extract them they should sort themselves out. After that it should be kindof obvious what each is for. Mostly there are different images in each folder so that you can use the rnd() command to make the stuff look less repetitive (like with ground, rocks, jems). I wasn't able to test them but the tiles should all snap together so that it looks like they're all one thing. The player has a transparent background and the jems are semi transparent, I thought it'd be cooler that way and easier too... The different colour walls are for incase you want to make variations from level to level or within the level itself. The music... use it how you wish... same goes for the images really... although it should be obvious really, what each is for. What more would you need to know? And is there anything I've forgotten / done wrong?

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BN2 Productions
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Posted: 31st Aug 2008 10:31
Bravo Sinister, bravo. All I can say is awesome. Great work, thanks so much! Now if only the game were in the same state as the media

@Sinani
Still not working. Write a quick program using your subroutine and make it work, then repost, I have tried everything that I can think of, sorry.

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
sinisterstuf
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Posted: 31st Aug 2008 10:58
Thank you. You are most welcome!

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Irojo
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Posted: 31st Aug 2008 17:16
Alright. I started with a loading and a loading screen. Two hours later, I present the loading screen, with an image, and music list. Remember, the Files must be in the game's folder. These are the titles you should have. The title indicates the image.
--
Rocks
Jems
Ground
Player
Music
Walls
--

And Here's the code:




By the way, I chose to use the movement variation 1. I liked it the most.


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NanoGamez guy
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Posted: 31st Aug 2008 18:58 Edited at: 31st Aug 2008 18:58
@Sinister
Wow great job! The media is amazing!

@Irojo
I changed your loading screen so that it includes a bit of my GUI. I wrote a function RockBox() which draws a box with the rock texture in it based on a previously made array texture. Also, if you change the 'noise' variable (0-100), it'll controll how much noise is used to make the loading bar.




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sinisterstuf
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Posted: 31st Aug 2008 21:26
Thanks.

Quote: "By the way, I chose the movement variation 1. I liked it the most. "

I forgot to mention. Those are the walk animations for the player. So when the player presses 'up' you display:
up1
up2
up1
up3
up1
each a little higher than the next. If he presses 'left' then you put:
left1
left2
left1
left3
left1
does this make sense?

LLANFAIRPWLLGWYNGYLLGOGERYCHWYRNDROBWLLLLANTYSILIOGOGOGOCH
CYMRU AM BYTH!
Irojo
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Posted: 31st Aug 2008 23:04 Edited at: 1st Sep 2008 06:07
@Sinister Yes it does. He'll be a little animated fellow!

@Nano
I like it! I changed the code just the slightest bit. I think it looks a bit cooler:
[Removed]

@Everyone
I updated the code, made it smoother feeling, added in the images that I thought weren't needed (up 2-3, down 2-3, left 2-3, right 2-3) and put in loading music.

Music Attached!





[EDIT 2]
OOPS! I forgot to finish the image list. Bear with me while I fix that...

[EDIT 3]
Problem Fixed. Code edited.

[EDIT4]

@Sinani

The Code you are supposed to test it with, and make it working with this code is:


Try and get it so it can be in it's own area. As in

Rock Control:

return

And try and get it so all the arrays work.

[YET ANOTHER EDIT!!!]

I got the images working partially. I know the guy isn't animated. I'm working on him being able to move. I will have it ready soon.
And I know that what appears to be images isn't, what appears to be rock isn't, etc. I know what's wrong, and I'm fixing it. I just wanted to post an update for you guys.

[REMOVED]


[Unbelievably, another edit]

All right! I'm so happy. I accomplished more then I expected today, and it's looking awesome! I finished up the rock collision. (Which was tedious).

I had to change out all these different image numbers *wipes forehead*, and I put in a loading screen. Now, I bring you, with perfected rock detection, which allows you NOT TO MOVE onto rocks... and with gem detection, which increases the score...





I think we should call it by the miner's name.

Here's some ideas for the said miner's name:

Mitchell.
Donald.
Rickey.
Jared.
Barty.
----
I will now be working on the miner's movement. Then I will move on to coordinating in the menu + Music.

By the way, loving the images Sinister!

*Sighs*
I am content.


[EDIT INSTEAD OF DOUBLE POST]

I can't make out why this isn't working, and I don't have itme right now to fix it.
I want to make the anim run slower then it is, without slowing down the program.




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BN2 Productions
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Posted: 1st Sep 2008 09:01 Edited at: 1st Sep 2008 09:08
Ok, first off, for your code, you need to learn to use if-then's efficiently. For instance instead of:


you could do:


See? It will help keep it a little more legible. Now, as for the code, it didn't seem to do anything short of flash a pic on my screen, so I couldn't see what it was that wasn't happening. So, here is my rendition of it, check it out, it is much shorter.


[EDIT] Revised the loop to remove the pesky WAIT command. Notice the use of sync. Without it, the delay won't work correctly. The sync will force it to refresh the screen, which makes it slow down to a manageable speed (try removing it and messing around with the delay maximum, you will see what I mean)

The nextimg function will return the image number to use, based off of the current number. Now, the current number is a simple wrap, from 1 to 4. Also notice, that when called, the first and third numbers are the same, that way you COULD put in an animation of 4 frames, but in this case it is simply 1,2,1,3 repeat.

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Irojo
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Posted: 1st Sep 2008 16:36 Edited at: 1st Sep 2008 16:37
I know it was bad. Any commments on the code I spent 4 hours on, rather then the one I spent half an hour?


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Posted: 1st Sep 2008 21:03
Sorry about that, saw that you had some problems so went to that one.

For the other code, not too shabby. I would suggest putting the loading into a subroutine (to get it out of the way) and within a loop, so rather than doing the same thing over and over, just use for i=44 to 52 or whatever the images are. The rock box values can be gotten through percentages of the total amount of images to be loaded.

The game is in desperate need of physics, though.

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Libervurto
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Posted: 1st Sep 2008 22:55
Hi guys, good to see progress on this game.
You shouldn't be waiting for sinani though, I'm all for assigning people tasks to spread the workload but if someone isn't contributing then the assignment should be open to all.
I'm not implying that sinani is being lazy; just suggesting that others can enter their versions of the assignment and see if it gets in the final game.

There is a little trick I discovered with rockman physics: only change the square when the player moves out of it, not when he's in it. That way rocks don't immediately crush the character when he moves under them.

I'll give a little help with the physics...
Quote: "
Cellular Physics
To apply cellular physics is to apply the same set of rules to every object in a grid. These rules usually concern the status of other cells in the grid.

For the rockman game we need to analyse every rock and see what is beneath it.
There is a unique problem with the rockman game: if the player moves into a square that is beneath a rock he is safe, but if he move into a square that's in the path of a falling rock he will be squished.
Since the only occasion the player can be squished is when he moves downwards while under a rock, it makes sense to check two squares below the rock if the first square is open; if the second square contains the player he dies.
TIP: Keeping a separate array to store all the rocks positions will save valuable memory in run-time.
"


It is far better to complete a 10 line program than to start a 10,000 line program.
BN2 Productions
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Posted: 1st Sep 2008 23:19 Edited at: 1st Sep 2008 23:42
Thanks for the tips obese, and I do agree. Sinani's role is now open. Everyone can make one and we will choose the one we will go with later.

[EDIT]
I did get sinani's code to work just now. Only thing is that the player doesn't die and you can't push the rocks. Also, the rocks stack, they don't pile.

I am attaching my code compiled so that you can see how the physics should work, it uses media that I ripped these from a game while we were waiting on sinister, we aren't using them, I just needed to see more than colored boxes. Also in the zip file are a couple maps and the code for both programs so that you can see how they work. Not all of the levels are good, or even capable of winning, they were simply tests, save for a few.


As far as the physics goes, just to throw this in there, you can't just move every rock once. For instance, if rock 1 is above rock 2, rock 1 will not fall if checked, however, then rock 2 will fall from underneath it and rock 1 will be left floating.

The trick I found to doing this was to put everything in a repeat-until loop. Then, if a rock DOES fall, set a variable to 1. The until condition will be if the variable=0 (yes 0, not 1). The first line in the repeat loop, however, should set the variable to 0, that way it is simply checking to see if anything changes through one iteration. if nothing does, then go back to the game, rather than physics. Either that or call the subroutine constantly (kind of overdoing it in my book).

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Irojo
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Posted: 2nd Sep 2008 05:35
Wow BN2. Wow.


Nice to hear from you Obese, and I like that idea.


I curse in Binary.
BN2 Productions
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Posted: 2nd Sep 2008 08:11
I will set the deadline for this at 2 weeks. I want physics done by next monday and we will spend the second week testing and putting together all the code to make it finalized. So, the game deadline: September 15.

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
NanoGamez guy
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Posted: 2nd Sep 2008 15:23
I'll get the GUI done by next monday:

-Message box
-Gameplay
-File Access
-In game menu
-(Main Menu)


"To succeed is not enough, others must fail" - Gore Vidal
Irojo
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Location: Eating toast.
Posted: 2nd Sep 2008 19:10
I have a question: Is there any way to test to see if file transfering (I.g. Saving a map) will work without making it into an exe?


I curse in Binary.

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