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DarkBASIC Professional Discussion / [Game] The DBP experiment project. Post the next line of code.

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Green Gandalf
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Posted: 10th Jun 2014 17:11 Edited at: 10th Jun 2014 17:57
Quote: " Is this an error message that crops up at the end of the program?"


No - it appears as soon as I paste the code into the editor. I never get as far as compiling.

I'll try again now with the previous versions as well to see where the problem first appears.

Edit This has to be an editor issue. My guess is that there is an unusual character somewhere in the code snippet for V0.043. Earlier versions work fine if I correct the long line problem. For some reason I can't even paste v0.043 into the editor (well, strictly speaking I can but the editor crashes almost immediately). I've tried pasting the code into Notepad and solving the long line problem there (in case it's a side effect of that) but the problem persists so the cause is something else. The rogue character or code could be anywhere so it'll take some time to narrow down.

Anyone else experiencing this issue with the default editor and U77RC7?

Edit2 For some bizarre reason simply pasting the following line into the editor causes the crash. The line is long, but not as long as some of the others. So my guess is that there's a rogue character in there somewhere.





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Green Gandalf
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Posted: 10th Jun 2014 18:20 Edited at: 10th Jun 2014 18:24
Chris

If I copy this bit of code from v0.042 and paste it over the corresponding code in v0.043 and then the result into the editor then everything is fine. [Edit Deleted irrelevant question - I was looking at the wrong bit of code.]





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Chris Tate
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Posted: 10th Jun 2014 18:29
Hmm, I did not remove the underscore concatenation. What about this version which was copied from a basic text editor. I am guessing the crash is caused by a certain string pattern copied by the Indigo IDE; all I did was add a few lines of code.



I do not use multi-line concatenation in my IDE.

MrValentine
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Posted: 10th Jun 2014 18:57
I just noticed that emails are being cut at a certain length....... never happened before as far as I can remember...



Green Gandalf
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Posted: 10th Jun 2014 19:30
Quote: "Hmm, I did not remove the underscore concatenation. "


Ignore that comment of mine - you obviously saw my post before the edit.

Quote: "What about this version which was copied from a basic text editor."


Same problem.

I'm going to save the offending line from v0.043 and compare it, byte by byte, with the OK version from v0.042. I guess you didn't change that part of the code.



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Green Gandalf
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Posted: 10th Jun 2014 20:38
I've compared the two versions and the only difference I can see is the number of spaces (byte value = 32) at the beginning of the offending line. My guess is that the extra spaces have somehow triggered a bug in the default IDE when the line length exceeds something around 1024 characters.

Sounds like another reason for staying well within the DBPro limit - and for making sure your editor doesn't add extra characters.

I can't see any indication of character position in the default IDE which makes things rather difficult.



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Chris Tate
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Posted: 11th Jun 2014 23:45
I get the same error when I paste in version 0.43. into the default IDE.

Green Gandalf
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Posted: 12th Jun 2014 00:23
Thanks for confirming that.

I guess the safe plan is to avoid very long lines - which you've now enforced anyway.



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TheComet
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Posted: 12th Jun 2014 12:25
Perhaps it would be a good idea to unfold the compressed lines?

(untested, don't have a dbp compiler near me)


Chris Tate
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Posted: 12th Jun 2014 14:13
Unfolding the compressed lines fixes the problem; perhaps two or three lines of code compressed into one should be allowed, but nothing more.

Let us see how it goes. I will test each update in the default IDE.

I have learned one or two things from this already.

Green Gandalf
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Posted: 12th Jun 2014 16:49
Still need the very long beer image line to be split using concatenation characters, in which case we need a rule specifying which character to use. Alternatively, split the image string into four smaller strings, one per line and then join them. That way you won't need concatenation characters.

TheComet's latest snippet doesn't compile because extra spaces seem to have crept into the labels. In other words I had to replace things like



with





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Chris Tate
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Posted: 12th Jun 2014 19:10
OK, done.

v0.0431 has the necessary security changes with credit to GG at the bottom; thanks for your help once again.



Green Gandalf
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Posted: 12th Jun 2014 23:31
That works perfectly.

Hope to post something more constructive soon.

On a side note, this makes me wonder how some of the big games ever get finished when there's teams of programmers, artists, etc, working on them.



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Chris Tate
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Posted: 13th Jun 2014 17:07
It is interesting when you have to consider others when programming. I notice that I have adopted some of TheComet's and VisualProg's programming style rather than my usual.

I am waiting for the next person's turn, I took the last turn.

TheComet
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Posted: 13th Jun 2014 17:21
Well then, if no one's going to have a go then I better. Cannot guarantee that this does what it should because I'm not near a dbp compiler.



v0.044 - Bartender thinks about what work to give and then leaves through the back door. WARNING: Due to the character limit this will currently only trigger if you have had a beer.

Chris Tate
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Posted: 13th Jun 2014 22:31 Edited at: 13th Jun 2014 22:32
Will be interesting to see what happens next.

v0.045 - A certain item is to be given; this is a transition leading on to something, who knows what it will be



VisualProg
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Posted: 14th Jun 2014 22:10
v0.046 - added a new method of compression for images.

I have holidays at work and i visit this forum a rare)))
later will add new features. I attached new calculation for images. (compression for "color-line") + Now the program splits the image on the strings of 1010 bytes.



MZh[NUL] <---

Chris Tate
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Posted: 15th Jun 2014 20:48
Welcome back bud. I am still trying to figure out how you created an image of beer out of a string variable. How on earth are zero byte channels represented since strings cannot contain null characters?

I am starting to think about sound and music; but I will continue to work on the item system. The MakeItem command now adds an item description to an array.

v0.047



Chris Tate
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Posted: 15th Jun 2014 20:54 Edited at: 15th Jun 2014 20:55
Player Report - 15/06/14


Last update : London GMT 18:53 - 15/06/14
Chris Tate : Colon Apprentice : Experience Level 2
contributed 16 versions, 11 unique versions, and a total of 3120 characters of code
Base Limit : 500 characters
Unlocked badges:
BRONZE Ping Pong Player
- Contributed twice in a row after the same contributor (VisualProg) since v0.039
BRONZE Function Contributor
- Contributed at least 1 function since version 0.043
Syntax Errors: 2
------------------------------------
TheComet : Colon Apprentice : Experience Level 2
contributed 16 versions, 11 unique versions, and a total of 6172 characters of code
Base Limit : 500 characters
Unlocked badges:
BRONZE Ping Pong Player
- Contributed twice in a row after the same contributor (Chris Tate) since v0.014
BRONZE Terminator
- Awarded for inserting at least one valid END statement in the program
BRONZE Function Contributor
- Contributed at least 1 function since version 0.024
Syntax Errors: 1
------------------------------------
VisualProg : Programmer with no Life : Experience Level
contributed 15 versions, 12 unique versions, and a total of 5155 characters of code
Base Limit : 500 characters
Unlocked badges:
BRONZE Function Contributor
- Contributed at least 1 function since version 0.015
BRONZE Ping Pong Player
- Contributed twice in a row after the same contributor (TheComet) since v0.027
Syntax Errors: 0

VisualProg
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Posted: 15th Jun 2014 21:56
Quote: " I am still trying to figure out how you created an image of beer out of a string variable. How on earth are zero byte channels represented since strings cannot contain null characters?"


I do not understand what you mean.
There is a picture of pixels. Pixels have color. I did coded color pixels in hex ​​code. It's all. If you need more information, i can try speak you))

Quote: "I am starting to think about sound and music"

I created a coding system sounds. Gradually i add this to code)

MZh[NUL] <---

VisualProg
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Posted: 15th Jun 2014 21:58 Edited at: 15th Jun 2014 22:32
v0.048 add "sound container" type



function for loading "beepSound" have 636 bytes... i don't may add this...

function for playing beepsound have 448 bytes - it's may be add

MZh[NUL] <---

Chris Tate
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Posted: 15th Jun 2014 23:00
Beep music it will have to be, or perhaps MIDI.

I did not recognize the hex characters in the image string, what does ~ and \ represent?



v0.049



This update contains the initialization sub routine for all the game items to come. Each item can be used to perform an action, and can be owned by the player, enemies or the environment.

VisualProg
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Posted: 15th Jun 2014 23:07
Quote: "I did not recognize the hex characters in the image string, what does ~ and \ represent?"


[3Bytes] - [RGB] - R*16+G*16+B*16
~ - prev byte color
*[2Byte-Number] - (example *0A) - clone prev color [number]
\ - goto next y (image-line)

MZh[NUL] <---

VisualProg
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Posted: 15th Jun 2014 23:10 Edited at: 16th Jun 2014 07:14
v0.050 - add loading beepSound



new image for beer view:

i replace line "~~~~~..." in "*FF" for compression)

in beepSound:
[2Bytes-Freq][2Bytes-Duration] - play note "Freq" in "Duration"mls.
-[2Bytes-Sleep] - wait

example:


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TheComet
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Posted: 15th Jun 2014 23:26
He seems to be using some form of RLE compression: http://en.wikipedia.org/wiki/Run-length_encoding

VisualProg
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Posted: 15th Jun 2014 23:34 Edited at: 15th Jun 2014 23:37
Oh, did not know that there is an official name for this...
Yes, this true. And I add "~" for compress 3 bytes (*01) to 1 byte (~).

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Chris Tate
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Posted: 16th Jun 2014 10:47
Good thinking.

Wouldn't MIDI audio sound better than beep sound? One could not use ones speakers or headphones to listen to the beep sound.

v0.051 - Created sealed letter for the attention of the bartender



VisualProg
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Posted: 16th Jun 2014 11:06 Edited at: 16th Jun 2014 11:06
Quote: "Wouldn't MIDI audio sound better than beep sound? One could not use ones speakers or headphones to listen to the beep sound."

in windows OS - send sound in active device - audio driver (desktop speakers/headphones) or speaker (motherboard).

I not create MIDI - this is a very difficult task. It contains dozens of instruments and MIDI tracks contain a large amount of media data for each of the instrument. If you need Music - easier to use "Load Music"/"Play Music" and find "Windows Dirrectory" in WinApi (GetWindowsDirectoryA/GetSystemDirectoryA). In folder "media" you can see files "flourish.mid", "onestop.mid", "town.mid" - this
required to be in all version windows (1995 ME+)

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VisualProg
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Posted: 16th Jun 2014 11:09

complete function LoadBeepSound

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Chris Tate
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Posted: 16th Jun 2014 11:50
OK, I guess it means we can only use beep sounds and make sound from memblock so that we are not loading any assets from disk.




[b]v0.053[b] Item load call at start

VisualProg
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Posted: 16th Jun 2014 15:33
v0.054 - add function playBeepSound

before - loadBeepSound(binary$) - for load sound in memory (it's accelerate interpretation when playing)

after, use "playBeepSound(position1,position2)"

playBeepSound(0,0) - play all sound
playBeepSound(2,3) - play 1 note with position = 2
playBeepSound(0,4) - play 5 note from 0 to 4



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Chris Tate
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Posted: 16th Jun 2014 18:37 Edited at: 16th Jun 2014 18:41
I tested the beep sound function on my machine; it plays no sound using the examples you gave. Something may be wrong on my machine; what could it be?

v0.055 Item interface background added



PS: I could do with a picture of a worn out letter; how do you convert an image into your string format?

Edit Never mind, I saw your attachment and will use the program.

VisualProg
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Posted: 16th Jun 2014 18:52 Edited at: 16th Jun 2014 19:03
Quote: "I tested the beep sound function on my machine; it plays no sound using the examples you gave. Something may be wrong on my machine; what could it be?"

I didn't complete function)) (it's my error) now, i added this:
v0.056


Quote: "PS: I could do with a picture of a worn out letter; how do you convert an image into your string format?"

I write program for Delphi7.0 this project in archive. (see up)


For sound test, try this code:


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VisualProg
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Posted: 16th Jun 2014 19:01
for creating images:
1. - open image file
2.
3. - generate code

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Chris Tate
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Posted: 16th Jun 2014 20:55
I am going to find a decent image and use it, thank you.

The beep sound works. I added a beep sound collection type so that the game sounds have somewhere to be stored.

v0.057



VisualProg
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Posted: 16th Jun 2014 21:18
ok, for information: if you need play sound in loop (do-until, for-next) - you can play this to one note in iteration. Example:

and sound playing will work in mode asynchrone.

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VisualProg
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Posted: 17th Jun 2014 15:39
v0.058 - add init sounds


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Chris Tate
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Posted: 17th Jun 2014 16:20


Initialize sounds call. v0.059

VisualProg
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Posted: 17th Jun 2014 19:59 Edited at: 17th Jun 2014 20:00
v0.060 - add soundBank


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Chris Tate
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Posted: 17th Jun 2014 21:07 Edited at: 17th Jun 2014 21:15
v0.061 Early development of the character class (UDT)



I am wondering what kind of gameplay to start introducing... I am open to ideas.

I could also do with some ideas for action handling without the convenience of Matrix1 function pointers; are we limited to Select case blocks, or what other options do we have for handling character actions considering the likely vast quantity of them. I am not a fan of having people create 1000s of actions in a long select case statement; but it will depend on who ends up establishing the action system.

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Posted: 18th Jun 2014 19:18
v0.062 - change image (new size, old quality)


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Chris Tate
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Posted: 18th Jun 2014 20:18
I tried to use the image string creator; but it raises a 'stream read error', any ideas about this?

The talk between the characters will at some point come to an end and some action needs to take place. But I have no idea what kind of perspective you guys had in mind.

If nobody has a better idea, I think I will roll a dice in a few days so that a start can be made adding some action (most likely with pixel graphics to start off with).

1 = TopView - Legend of Zelda
2 = TopView - Legend of Zelda (with map scrolling)
3 = TopSideView - Golden Axe
4 = Sideview - Shinobi
5 = 3D - Mario [overworld]
6 = 3D - Mario 64

Obviously it will be a challenge to create without assets, but that is what this experiment is all about, challenge.


Meanwhile a skill class has been constructed with attack, defense, speed, range, intelligence and accuracy (so far).

v0.063



VisualProg
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Posted: 19th Jun 2014 16:15
Quote: "I tried to use the image string creator; but it raises a 'stream read error', any ideas about this?"

1. Ensure acceptable image size
2. Perform the operations specified in the screenshots
3. Change the variable name at need
4. Use a variable in the code

If it is causing the error still, show me the result that you got. (And source image).

About views, think it's interesting to use a plan view and a side view. You can combine these types in different situations (top view - basic). In general - I agree with every point of view)

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VisualProg
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Posted: 19th Jun 2014 16:42 Edited at: 23rd Jun 2014 17:43
About 3D, I suggest doing something like this - so get a good picture:

Example:


sumbol "0":



random sumbols:


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Chris Tate
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Posted: 19th Jun 2014 17:29 Edited at: 19th Jun 2014 17:30
I will have a go at using the image parser later on.

So you think the action should take place 3D from a third person's perspective; a bit like mario 64?



We'll see how it goes, a start can be made developing an iteration on all active character's and their objects.

Without physics plugins or sparky's collision, this will be interesting.

We can generate shaders to make the compressed textures look smooth.

Chris Tate
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Posted: 22nd Jun 2014 21:35
Something does not seem right about the latest ranks table; I am sure I must be a level 3 by now.



TheComet's contributions did not get counted either.

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Posted: 23rd Jun 2014 15:05 Edited at: 23rd Jun 2014 15:06
It's because of the example VisualProg posted here. The script believes that's the latest snippet.

If VisualProg removes the header in his snippet:


It'll work correctly again.

OR I can just post v0.063 again here, which also fixes it.


Chris Tate
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Posted: 24th Jun 2014 09:49
Ok when VisualProg returns he can change edit the header. The script now only returns:

Quote: "loading initial page...
loading page 5...
sorted version list
=====================

contribution statistics
====================================

author statistics
======================
>>> "


He is usually busy for some part of the week.

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Posted: 24th Jun 2014 12:50
Here, try this:


"TEST VERSION" is alphabetically sorted after "v0.063", which is why the script is still extracting VisualProg's code instead of the latest version. I added a function for validating the version string before it is compared with the other ones.

Chris Tate
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Posted: 24th Jun 2014 17:38 Edited at: 24th Jun 2014 17:39
You are so on the top of my list for python experts. Do you script python at work? (And that Mr.V quote lol, I will say no more)

Quote: "
=====================
0.046: VisualProg : "loading TextBitMap12Bit"
v0.001: Chris Tate : ""
v0.002: VisualProg : ""
v0.003: TheComet : "Fixed new lines, now uses printa instead of print"
v0.004: Chris Tate : "Move input down a bit"
v0.005: TheComet : "- (DEPRECATED) Use this to add new lines inside print statements, e.g. "this line"+nl+"is over this line""
v0.006: VisualProg : "- start program. Above will be functions"
v0.007: Chris Tate : "- Type in progress..."
v0.008: TheComet : "Fixed new lines, now uses printa instead of print"
v0.009: VisualProg : "- form the space for code"
v0.010: TheComet : "For when the player is too stupid to press the given keys"
v0.011: Chris Tate : "Move input down a bit"
v0.012: TheComet : "The character chose a drink!"
v0.013: Chris Tate : "Bartender reply"
v0.014: TheComet : "- Looks like the player is too stupid - added insults"
v0.015: VisualProg : ""
v0.016: Chris Tate : "- Background transition indicating the filling of beer; version 0.016; Had to reinsert because the code was incorrectly altered"
v0.017: VisualProg : "- this bitmap container, from 2D graphics"
v0.018: Chris Tate : "- Background transition indicating the filling of beer; version 0.016; Had to reinsert because the code was incorrectly altered"
v0.019: Chris Tate : "- Background transition indicating the filling of beer; version 0.016; Had to reinsert because the code was incorrectly altered"
v0.020: TheComet : "- Looks like the player is too stupid - added insults"
v0.021: VisualProg : "out BitMap to [x,y] read size [width,height]"
v0.022: Chris Tate : "- Type in progress..."
v0.023: VisualProg : "convert for loading TextBitMap"
v0.024: TheComet : "printa supports colour changes mid-sentence, and doesn't screw up DBPs internal cursor when mixing with newlines. "nl" IS DEPRECATED. Colours are specified between {} brackets, w=white, r=red, g=green, b=blue, y=yellow, m=magenta, l=lightblue. You may also specify a CAPITAL hex value, e.g. {FF00FFFF}. New lines are specified with \n."
v0.025: VisualProg : "loading TextBitMap12Bit"
v0.026: TheComet : "Fixed new lines, now uses printa instead of print"
v0.027: VisualProg : ""
v0.028: TheComet : "- Looks like the player is too stupid - added insults"
v0.029: VisualProg : "out BitMap to [x,y] read size [width,height]"
v0.030: TheComet : "Not trollling - if execution reaches here, it's time to exit (as to not flow into functions and subroutines)"
v0.031: VisualProg : "- image beer - old version - 3879bytes, new version - 3498bytes"
v0.032: TheComet : "- (DEPRECATED) Use this to add new lines inside print statements, e.g. "this line"+nl+"is over this line""
v0.033: VisualProg : "drink"
v0.034: TheComet : "User chose for bartender to tell a story!"
v0.035: Chris Tate : "- Items for the characters, enemies and who knows what"
v0.036: VisualProg : "sound beep"
v0.037: Chris Tate : "Story branch related to giving the bartender something"
v0.038: VisualProg : "kernel for sound"
v0.039: Chris Tate : "Added 'I have something to give to you' story path sub routine"
v0.040: TheComet : "User chose for bartender to give him work"
v0.041: Chris Tate : "Story branch related to giving the bartender something"
v0.042: TheComet : "Call subroutine for handling "i need work" option"
v0.043: Chris Tate : "- Item creation function declaration"
v0.044: TheComet : "Bartender thinks about work and then leaves."
v0.045: Chris Tate : "A certain item to be given"
v0.047: Chris Tate : "Finished item specification constructor"
v0.048: VisualProg : "- sound container"
v0.049: Chris Tate : "- Initialization of all required game items"
v0.050: VisualProg : "- loading beepSound"
v0.051: Chris Tate : "- Created sealed letter for the attention of the bartender"
v0.052: VisualProg : "- loading beepSound"
v0.053: Chris Tate : "- Load items call"
v0.054: VisualProg : "- play beepSound"
v0.055: Chris Tate : "Transition into item interface; a tidy up of the screen will take place after establishment"
v0.056: VisualProg : "- loading beepSound"
v0.057: Chris Tate : "- Beep sound collection type in progress..."
v0.058: VisualProg : "- initialization all sounds datas"
v0.059: Chris Tate : "- Initialize sounds"
v0.060: VisualProg : "- variable of bank"
v0.061: Chris Tate : "- Character type in progress..."
v0.062: VisualProg : "- image beer - old version - 3879bytes, new version - 3498bytes"
v0.063: Chris Tate : "- Character type in progress..."

contribution statistics
====================================
Chris Tate : contributed 24 versions, 19 unique versions, and a total of 5410 characters of code
TheComet : contributed 16 versions, 11 unique versions, and a total of 7013 characters of code
VisualProg : contributed 23 versions, 17 unique versions, and a total of 5753 characters of code

author statistics
======================
Chris Tate : Level 3 - "Programmer with no Life"
TheComet : Level 2 - "Colon Apprentice"
VisualProg : Level 3 - "Programmer with no Life""



Chris Tate has acquired experience level 3.

Now waiting for VisualProg so we can discuss this game engine.

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