Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / Help with a new twist?

Author
Message
MegaCodeOne
12
Years of Service
User Offline
Joined: 16th Jan 2014
Location:
Posted: 16th Jan 2014 16:32
I am currently working on a minesweeper game.
I was wondering if anyone could help me look at this game
different. Like how to give it a new look. Yes, I could use
help with some new graphic tiles/bitmaps for it. Any suggestions
are welcome. I am not a real good artist. So I am asking for
assistance in developing some new artwork. Also how to maybe give
it a new twist and make a new kinda game out of it.
Once in awhile I leave post like this and they get answered so I hope this one does too.

Thanks!
ScottieBro
wattywatts
17
Years of Service
User Offline
Joined: 25th May 2009
Location: Michigan
Posted: 16th Jan 2014 21:57
What if the game was less about finding the bombs and more about disarming them? I'm picturing something where the little numbers that show you how many bombs are touching a square count down to zero before exploding. That's all I've got, I was always terrible at minesweeper.

New sig coming soon..
smerf
21
Years of Service
User Offline
Joined: 24th Feb 2005
Location: nm usa
Posted: 18th Jan 2014 06:05 Edited at: 18th Jan 2014 06:06
could turn it into a small rts kind of game animated ect but still minesweeper orie3ntated

A child's dream never dies.
Phaelax
DBPro Master
23
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 18th Jan 2014 16:21
Use something other than squares. Octagons?

IanM
Retired Moderator
23
Years of Service
User Offline
Joined: 11th Sep 2002
Location: In my moon base
Posted: 18th Jan 2014 18:43
- Pick an empty cell at random and uncover it from the begining to make it easier to start off.
- Change the objective - rather than have to uncover all bombs, maybe you have to make a path from left to right. Maybe there's a time limit, and after an amount of time, something (a truck?) will start moving across the minefield.
- Change the shape - Make the minefield 3D, such as on a cube or sphere, with no outside edges.
- Divide the grid up into quadrants and give bonuses if a quadrant is cleared within a certain time. Bonuses might allow you to survive an exploding bomb or to uncover an area you choose.

MegaCodeOne
12
Years of Service
User Offline
Joined: 16th Jan 2014
Location:
Posted: 20th Jan 2014 13:58
Thanks for the ideas guys.
There is look at the game so far.
But what I'm really looking for is the help part
If I go 3D then models have to be made
If it says 2D new tiles have to be made (Skins)
what it looks like now is the game interface needs an uplift
with things like settings - gui stuff of menu stuff
and I'm not that good at that.
I hope I can cooperate with someone or a couple of people
and finish off this 2D Version at least before going 3D
The code is in playbasic but it could be ported to darkbasic with little effort. Ovsiously if I wanna go 3d I'll have to do that.
MegaCodeOne
12
Years of Service
User Offline
Joined: 16th Jan 2014
Location:
Posted: 20th Jan 2014 14:04
Here is the game so far.
The code is in playbasic but it can be ported easy.
I will have to do it if I wanna go 3D.
I'd rather work in darkbasic for that.

What I'm really looking for it the help part.
I would like to see the 2D game have more skins
and a better interface menu/gui stuff
I'm just not good at that.

If it goes 3D then I'll need help with models ect..

So any help bringing this game to life would be nice
Thanks

ScottieB
ShellfishGames
13
Years of Service
User Offline
Joined: 6th Feb 2013
Location:
Posted: 20th Jan 2014 17:23 Edited at: 20th Jan 2014 17:24
Quote: "Use something other than squares. Octagons?"


This. Or even go a step further and use a node graph ( http://en.wikipedia.org/wiki/Graph_%28mathematics%29 ) instead of a grid. Would possibly allow for some actual "Level Design".

tiffer
20
Years of Service
User Offline
Joined: 6th Apr 2006
Location: Scotland
Posted: 21st Jan 2014 00:03
Just a thought you could do it in 3d. Maybe even lay a grid over a photorealistic desert landscape.

Cwatson
MegaCodeOne
12
Years of Service
User Offline
Joined: 16th Jan 2014
Location:
Posted: 21st Jan 2014 00:09
I don't see what you mean by using a node graph can you
elaborate?
ShellfishGames
13
Years of Service
User Offline
Joined: 6th Feb 2013
Location:
Posted: 21st Jan 2014 15:29 Edited at: 21st Jan 2014 15:37
Each "node" is basically one tile of your board, i.e. a potential mine. Each node has a list of neighbours - in a usual grid those would be 8 for most nodes (2 vertical, 2 horizontal, 4 diagonal), and those neighbours are the ones that are counted to get the amount of mines.

So usually your node graph would look somewhat like this:



A regular grid, each node ("O") having 8 neighbours (apart from the outer ones, that have either 5 neighbours or 3 (3 for the four nodes in the corners)).

However, I don't think there's a need to use such a regular node graph. Instead of such a grid you could create more interesting, less homogeneous structures.
I think I'll just try to come up with a simple example of what I mean and post it here later.

Edit: Very small example attached. Of course the levels in the game would be much more complex than this.
In this case the round cells are nodes (that may or may not contain a mine), the black lines represent the "neighbour"-relationship, hence the numbers within some of the nodes tell you how many mines are distributed over their individual set of neighbours.

...Of course I have no idea whether this kind of minesweeper would be fun, or work well at all.

MegaCodeOne
12
Years of Service
User Offline
Joined: 16th Jan 2014
Location:
Posted: 21st Jan 2014 16:32
I see.
I think that would work by just the way you explained it.
Course we would need to come up with the code that would created
such a node graph and let use traverse it somehow I think like
who's the parents and who's the children of those parent node.

Like if we where looking at a mine node. We would have to know what children are connected to that parent so we could do a check.

I don't know how to link nodes in a tree type structure I quess.

Login to post a reply

Server time is: 2026-07-06 07:51:58
Your offset time is: 2026-07-06 07:51:58