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DarkBASIC Discussion / DarkNOOBS Project 1

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BN2 Productions
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Posted: 2nd Sep 2008 20:41
Yeah, you just test your code normally should still work, unless I misunderstand your question.

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 22:45
No that answers it. Thank you.


I curse in Binary.
BN2 Productions
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Posted: 4th Sep 2008 06:38
Ok, so here is the lowdown on the physics. Both sets of code, sinani's and irojo, need changes to make it work.

Irojo:
You need to create the array rocks(200,3). When the map is created, if the tile is a rock, you need to increase a totalrocks variable and set the x and y coordinates of the tile into the rocks array. Also you will need to call sinani's subroutine through each loop.

Sinani
Make sure that irojo's counting variable is the same as yours, also, there is a nesting error, to many endif's and you forgot the return at the end of the code. Also you need checks to make the rocks kill the player. Some pile code would be nice too. You can use the function in my code for that, will post soon.

Ok, now I would like to appologize to sinani. When I tested your code, I mistyped a variable, resulting in it not working. So your code DID work, I just made a mistake, so sorry for calling you out on that one.

Now, for an update on what is still required (and therefore open):

Piling physics
Death code
Pushing code
Tile alternation code (to make sure that 2 of the same aren't next to each other)
Motion code (make the player slide over, then, once it works, make it alternate the pics, to make it look like he is walking)

Just a note, Sinani wrote pushing physics, but it doesn't work just by having his subroutine called. So probably what is necessary is to simply integrate it into Irojo's movement code.

Also, irojo, if you could, add some code (should take about 5 min) for a new tile, specifically, a wall. That way, there are obstacles that don't move.

WE ALSO NEED A DEFINITIVE NAME!! I liked undermined, as well as a few others. So, sometime soon we need to decide on this.

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: 4th Sep 2008 07:07
I HATE WALLS!!!!!!!!!



There. I went out and said it. What miner encounters WALLS!?

ARGH. BLEH. GAH. MEH!

Okay. I'll put in walls.

What about level editor? Are we not making a level editor? Is it going to check which way works?

And, bad news for you guys. I will be gone next Monday for aprox. a week! Apologies. I will have no internet access, and no time to program. Sincerest apologies to do this to you guys.

When I get back, I plan on tossing the wall into the code, and sticking in the menu. Then I'll see what I can do with the death code. Nano, would you post your GUI so we can put it in, or would you put it in?

I'm not quite sure about the rock array, would you explain which part of it is for which?

I'm having a problem with the character not being visable at first. I'm sure it's a quick fix if anyone wants to try it:




Alright, well that's my report for it. I'll also be thinking of some game names.

And thank you for managing this project. Your patience, help, and support is much appreciated.

Again, sorry for leaving you guys when the game is nearly complete.

-Irojo


I curse in Binary.
BN2 Productions
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Posted: 4th Sep 2008 07:26
Quote: "I'm having a problem with the character not being visable at first. I'm sure it's a quick fix if anyone wants to try it:"


Try calling redraw() right off the bat. If that doesn't work, then paste the sprite at 0,0 right before your loop. It will be erased as soon as you move anyway.

Quote: "Again, sorry for leaving you guys when the game is nearly complete."

No Problem, you have done a lot. Thanks for letting us know.

Quote: "What about level editor? Are we not making a level editor? Is it going to check which way works? "


Go ahead and make one. Mine seems to flicker insanely, haven't worked out a fix yet. By the question of is it going to check which way works, do you mean will it determine if the level is solvable? If so, that is VERY hard, simply because a single move can change it from solvable to unsolvable. So, I would say no, but let the maker test it.

A cool thing to put into a level editor: a test level system. Perhaps we should create a version of the game that is simply the game, no menus and it accepts a filename when being shell executed, which will be loaded as the map. That way, it can be executed with a temp map file sent to it as a test map system. Also we should decide on one thing: should the map read 0-13 or 1-14. The problem exists because if everyone creates a different thing, you could end up with empty lines along the side and bottom.

And for the walls, yeah, a miner doesn't have to worry about walls, but it does make for more complicated maps.

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: 4th Sep 2008 18:20 Edited at: 4th Sep 2008 19:36
Quote: "Try calling redraw()"

Will do.

I kind of like having the level editor as an 'extra'.

Quote: "0-13 or 1-14"

1-14.


[EDIT]
Calling redraw() Kept the player from disapearing, however the player flashed. I put in walls as requested:



I also made it have a total gems count variable. (gemst)


I curse in Binary.
BN2 Productions
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Posted: 4th Sep 2008 22:01
Ok, I see the flashing problem. Could you post a list of the different values for the terrain variable? It seems that it has changed from simply 1-5.

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: 5th Sep 2008 03:45 Edited at: 5th Sep 2008 03:46
@BN2 Productions
Thanks for the info. The rocks in the code should pile; I'm not sure why they don't. I'll look into the problem.
Writing code for the miner dying shouldn't be too hard. I'll implement it soon.
I still don't get what "tile alternation" means. For the motion code, I'll need the function that makes the character do the animation. Is the a special frame for the miner pushing the block? If so, then give me the function that will do it, and I'll put it in the code.

Quote: "There. I went out and said it. What miner encounters WALLS!?"

The miner that is in a video game that involves strategy.



I'm Sinani201, and I approve of this message.
BN2 Productions
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Posted: 5th Sep 2008 04:25
There isn't a special frame.

As far as the rocks go, the rocks STACK, they don't pile. So you could have 5 rocks one on top of the other in a straight line with nothing around it. However, if they pile, it will create more of a triangle. The fun part about this is that it forces the player to think ahead. If they get under a large stack, it could pile down and kill them if they step to one side or the other. However, you don't want them to pile if there is something next to them.

Here is some older code that I wrote at the beginning. It demonstrates the piling by dropping a lot of rocks. Notice that the first rock doesn't fall off of the ground that is floating. However, the rest will continue to pile (it favors going to the right).



Keep in mind that this is poorly written code. I literally just had to do it again, since I for some reason was getting a severe error by just running the code I already had. It does the same thing though. I just threw it together to demonstrate what I mean by "piling code"

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: 5th Sep 2008 06:35 Edited at: 5th Sep 2008 06:35
I started again on a level editor, since my first was... poor... Here's the beta version of it:
I also realized I forgot walls. I'll put that together soon.

BETA.




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BN2 Productions
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Posted: 5th Sep 2008 08:19
Thats pretty cool irojo. Only suggestion would be to make it all left click, but it isn't that big of a deal, it still works and that is what is important. Big things for it now are open and close code. Other than that great work, look forward to what it will look like when it is done.

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: 5th Sep 2008 16:25 Edited at: 5th Sep 2008 19:10
Thanks! Ya, open and close are important. This will be my first load/save program, so we'll see how I do.
[EDIT]

Beta 2 Complete! Next Save/Load will be put in. That's about all that's left!!!

New Features:
-Wall
-Left Click Only Control
-Menu Featuring Save - Load - Return
-Array based on ingame one.
------

[REMOVED]

Should I make it predetermine the random textures (As in there are several images for gems, should I assign each image at the beginning, or assign them differently everytime?) I think the latter.

And that is all!


[EDIT2]

I created a save screen. It should work to save files. I'm going to make an exe and test it out myself. I just posted to show progress:





It's not working! I tried changing it a bit, and then I got "File could not be loaded"!?!?!?


It is making the file at least.

[EDIT3]

The Main game was having some issues, so I took them on, and fixed em'.

-The Flashing Character issue has been fixed.
-The Gem Total Issue has been fixed.
--



I curse in Binary.
BN2 Productions
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Posted: 5th Sep 2008 21:17
Quote: "-The Flashing Character issue has been fixed."


I am going to get to testing your code now. Just curious, what turned out to be the final problem for the flashing?

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: 5th Sep 2008 21:19 Edited at: 5th Sep 2008 21:33
An overlap issue. It was placing the image on top of the character image, because it wasn't cleared.


[EDIT]

I know this is clearly off topic, but is it against the rules to make this as my avatar thing? :




I curse in Binary.
NanoGamez guy
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Posted: 5th Sep 2008 22:01
Here the fully comented Message Box function:



The peramiters are:
x1,y1,x2,y2,
Title text$ - This the a Sting for what you want in the title
Message$ - This is the message you want to say. Use a "[*" to indicate that you want to go down a line (like the 'Enter' key)
Buttons$ - This is the string of the button name and x and y positions. Each button should be seperated by a semicolon and look like this:

"Name,x1,y1,x2,y1;Name,x1,..."

The text will be wraped around to fit with words moved down a line if they're to long (just like in Notepad or MS Word). Because of the wrapping, the font has to be courier new, because every letter is the same size.

At the start, it generates the texture and stores it in an array. What I was thinking is that there could be one universal array that could be used for all the functions. This would increase performance as it would mean that you wouldn't need to generate the texture every time you call a GUI based function. So basically you need to put the texture generation code at the start of the final game (and at the start of every game where you test something and there's GUI involved.)

@Irojo
I don't know about against the rules, but I don't think the mods would be very pleased if you did.


"To succeed is not enough, others must fail" - Gore Vidal
Irojo
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Posted: 5th Sep 2008 23:10 Edited at: 6th Sep 2008 00:21
Nice!!
I tried to put it into my game, but, being a noob, couldn't figure out why it messed up my text font... I tried having it set the text font everytime, but no matter what I do, it doesn't work!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


And I won't put that as my image.




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BN2 Productions
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Posted: 6th Sep 2008 07:54
Could you be more specific? Which font gets messed up, it looks alright to me, so I am not sure where the problem is. Also, how does it get messed up? Is it supposed to be a different one? If so which?

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: 8th Sep 2008 00:25
What function should be called when the character dies?

Your signature has been erased by a mod
BN2 Productions
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Posted: 8th Sep 2008 02:17 Edited at: 8th Sep 2008 02:53
We will use a subroutine. Just call it death:

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
BN2 Productions
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Posted: 10th Sep 2008 05:13
Alright guys, monday has come and gone, what have you got?

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Latch
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Posted: 10th Sep 2008 15:29
Quote: " tried having it set the text font everytime, but no matter what I do, it doesn't work"


I noticed a bit of talk about problems with set text font. As a general rule of thumb, include the character set after the call:

SET TEXT FONT "Arial",1

the ,1 is english in this case. Since the release DBC 1.20, it's very particular about this character set inclusion and won't produce the expected results without it.

Enjoy your day.
Libervurto
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Posted: 11th Sep 2008 01:53 Edited at: 11th Sep 2008 02:05
@Irojo
I've picked out some peculiar pieces from your problematic program (I just like p-words). On the whole it's not too bad but you could do with a few tricks in your bag to make your life easier and add structure and power to your programs. So I will give you some new tricks...

Multiple Variable Checks: SELECT
Here's a piece of code where you are checking tile types.

You've chosen an ironic variable name because the command that makes multiple checks of the same variable easier is SELECT; the beauty of the command is it allows you to check as many values against your variable as you like, and also give a default outcome if none of the checks are successful. I'll convert your code to show how it's done...

Another thing I changed was to turn the image number and string into variables; I noticed that the image and text were always positioned in the same place, the only thing that varied was the image number and the string. If it varies it's a variable

Multiple Variable Checks (cont'd): Using Arrays
By using an array you can exploit the relationship between the image, and the string that supports it, the array binds them together and allows us to use the same variable to call both.

This code actually consumes more lines than your original, but the big difference is we've cut up those long lines and spread them out into much neater, independent parts. In a large program you would tidy the array dimensioning and for loop parts away in subroutines which would leave the section looking like this:


For The Future
You are getting to grips with the basics of DB, but as with any language, to communicate efficiently you need to use the most clear and concise constructs. My advice to you is to start looking at your code after you've written it; what can be removed? Are there repetitions that can be exploited to reduce the length of your program? How can you increase the functionality of your program?
Once you get into this way of thinking you'll find yourself churning out much more powerful programs with ease.

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: 17th Sep 2008 04:11
Hey, this thing has kinda slowed down. Irojo, you back yet?

Anyway, for those who care, I have compiled the code thus far.

It includes:
Irojo's menu and game engine
Sinani's pushing logic (had to tweek it a little to accomodate the alternating tiles and to interface right with the rest of the code)
My Open file code and physics code

There are still a few bugs, so I will leave that open for you guys to start working on, as bug testing IS a big part of final development.

So here it is, our game (which is still nameless n ):



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: 18th Sep 2008 07:35
I have been gone fore a long time, now I am back for a short time. In the time of my absence... not much has happened... it makes me think that maybe everybody has lost interest? and that if you don't keep at it and try to finish this project then it will end up like one of mine, where I had a great idea but never finished it because of some problem or because I lost interest. So please guys, come one!!!

I would like to see the game so far. I can't copy text from webpages though so BN2 could you please attach a text file with the code in so I can download it? Thanks.

LLANFAIRPWLLGWYNGYLLGOGERYCHWYRNDROBWLLLLANTYSILIOGOGOGOCH
CYMRU AM BYTH!
BN2 Productions
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Posted: 18th Sep 2008 09:11
Oh yeah, sry. I think it went silent for a while because Irojo is away, but he should have been here by now.

Here is the attached file.

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: 18th Sep 2008 17:03
I just got back!

But seriously bad news. My laptop charger, one year old, has died on me. My laptop has died on me. So of course that laptop is the one with db. So I can't bleeping program. :/

It'll be a few days, maybe a few weeks, before I get the time to get a new charger.

:S


@Obese

I will definitely make sure to use case now.


So I can't try the newest version out now BN2.




I curse in Binary.
Ashingda 27
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Posted: 18th Sep 2008 17:39
I was testing rock man out a bit, and I think the rocks are falling too fast more like instantly. I think I can help code it so it falls at a set pace.
Sinani201
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Posted: 18th Sep 2008 20:30
Quote: "So I can't bleeping program"

Why don't you just download DB again on the computer you're using right now?


"I reveal my trap card, GEORGE DUBYA BUSH!
America loses 2000 Life Points! America loses." -Deucalion2
Irojo
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Posted: 18th Sep 2008 22:53
:S Macintosh. :S


I curse in Binary.
Ashingda 27
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Posted: 18th Sep 2008 23:02
where do I get the media files that goes with the codes?
BN2 Productions
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Posted: 19th Sep 2008 00:44
I will post the files soon. Irojo, if you need me too, I can send you a cd image file for the dbc cd. Also, I did work out a fix for the fast falling. It actually isn't too bad now, will post later. Ironically, my computer crashed this morning, so I am currently w/o dbc for a little while. Got it working and was fortunately able to back up all of my programming stuff.

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Ed222
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Posted: 19th Sep 2008 00:53 Edited at: 19th Sep 2008 00:57
@Dark Noobs team
would some one mind compiling the game and attaching it here?

[edit]

Quote: "
Ironically, my computer crashed this morning, so I am currently w/o dbc for a little while"


whoops I was on page 7 so I didn't see that

BN2 Productions
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Posted: 19th Sep 2008 00:55
Yeah, as soon as I get dbc ready I will post it.

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: 19th Sep 2008 01:14
Quote: "I can send you a cd image file for the dbc cd."


What do you mean?


I curse in Binary.
BN2 Productions
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Posted: 19th Sep 2008 01:35
An iso file. This can be burned directly to a cd to make a copy. If you need a program for this, use deepburner. It is free, I use it for burning cd's anyway. It is essentially an entire cd in one file.

Here is the compiled exe! This is slightly updated. The falling is fixed as is the ability to push rocks off the screen

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Ashingda 27
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Posted: 19th Sep 2008 02:32
I took sinisterstuf's images and modify them to work more efficient with dbc. I also re-animated the main character dude. Check it out!
Ashingda 27
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Posted: 19th Sep 2008 06:11
I started a Map Editor of my own, I down have a good method of saving and loading yet so i'll do that later. The codes are here and the Images.png could be downloaded from my last post. Hopefully this is easy enough to follow. Let me know if im overdoing the Rem/` s.

BN2 Productions
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Posted: 19th Sep 2008 08:00 Edited at: 19th Sep 2008 08:01
Here are the codes for saving and loading. We are using letters rather than numbers so that you could make a map easily without an editor, and it really isn't that much more difficult.

x is uncleared ground
z is a wall
o is a coin
s is the player start point
r is a rock

The rems look fine! I will check out your code now.

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Ashingda 27
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Posted: 19th Sep 2008 08:27 Edited at: 19th Sep 2008 08:28
-Quick Update- I added a Scrolling feature for use on building maps larget then the editor can veiw all at once. You can navigate using the arrow keys. That's cool BN2 i'll use that but there seems to be more tiles than those.


Ashingda 27
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Posted: 19th Sep 2008 08:33
Just a thought how about using the Save Array command, i've never used it and havn't gotten around to tinker with it, maybe it can be useful for saving loading maps?
Ashingda 27
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Posted: 19th Sep 2008 08:41
I'm using a 3d array for the map, cause I was reading a tutorial about it somewhere in the forum but I haven't a clue of how to use it effectively. So far I've just been using the first layer and that's it. Any suggestions or should I just remove it?
Ashingda 27
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Posted: 19th Sep 2008 17:35
BN2 I don't understand how you did the flood fill, can you expain more about how it was done?
Irojo
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Posted: 19th Sep 2008 19:26 Edited at: 19th Sep 2008 19:26
Ashingda, though my computer isn't working, I'll check out your code. Please edit your post instead of making a new one. Even though it is frustrating to edit.


I download memory.
Ashingda 27
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Posted: 19th Sep 2008 19:27
ahh I see, Understood
Irojo
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Posted: 19th Sep 2008 19:41 Edited at: 19th Sep 2008 21:04
Fabulous.

And you can never put in too many REMs... never....

--

@Everyone

Since I can't code at the moment, I've been thinking of different things... One, the game's name, and two, our next project.

1.
Perhaps "Crystal Quest" or "Gary" or "Furious Pickaxe"?
"Gary" is slightly random, but I thought it'd be the miners name. !?!?

2.
2a. Frogger - It might be too advanced though, and it would be hard for a group to do.
2b. Minigame Collection - Slightly like a wario-ware game, which is a collection of simple minigames, which get faster.

--

I'll post more if I have more ideas.


I download memory.
Sinani201
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Posted: 19th Sep 2008 20:23
@Ashingda 27
Instead of double-posting and beyond, just edit your post with more information.
@Irojo
I like "Furious Pickaxe." That gave me the idea of "Pickaxe of Glory," but that would make it sound more like an RPG than a puzzle.


"I reveal my trap card, GEORGE DUBYA BUSH!
America loses 2000 Life Points! America loses." -Deucalion2
Irojo
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Posted: 19th Sep 2008 21:00
Okay Sinani!

@Everyone

My charger, my glitchy, weird charger, has decided to work again. So I can program again! What needs to be done?


I download memory.
BN2 Productions
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Posted: 19th Sep 2008 21:28
Bug test the code that I put up earlier. I know it isn't perfect.

Also, it would be nice if there were some sort of a menu so that the player could pick a game to open (or even just press the open button for that matter and then call my open function).

I haven't incorporated nano's code yet, so integrating that needs to be done for the game screen. If the map doesn't fit in the hole he left, change the offset() array. 1 is the x offset and 2 is the y. I used an array since it gets referenced in functions, and arrays are globals due to a glitch in dbc (not a bad one though).

I won't be able to do anything till tonight, when I get back from 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
18
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Joined: 21st May 2008
Location: Eating toast.
Posted: 19th Sep 2008 23:35 Edited at: 20th Sep 2008 00:09
I'm working on the debugging right now.
Your file scanner is nice, however, It's annoying to be trying to find a file, and if it isn't the right one, having the program quit on you. It does too much. I think we need one File for them all. For example, games that we made for the game could be called, "DarkNoob1...DarkNoob2..." or even "1...2...".

It should only be able to access one file, no more.

That's my opinion on it.

So if you could make your scanner from one folder, and put it into the main code, that would practically finish the project. I'd then need you to make the saving for the file, I tried, and failed to do so. :/

I found little bugs in your connection, finding bugs in my code though.

I can work on a fancy level menu loader, maybe sticking in some of Nano's GUI...

But here it is with the level editor and some large glitches fixed:





+

We should have a website.... www.darknoobgames.com





I download memory.
Sinani201
19
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Joined: 16th Apr 2007
Location: Aperture Science Enrichment Center
Posted: 20th Sep 2008 00:12 Edited at: 20th Sep 2008 00:41
Quote: "We should have a website.... www.darknoobgames.com"

We could do that... but who would be funding it?


"I reveal my trap card, GEORGE DUBYA BUSH!
America loses 2000 Life Points! America loses." -Deucalion2

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