A long time ago in a place far, far, away there was a Bear. Somewhat unusually he could speak English but found programming difficult because keyboards are not designed for paws. He liked lunch hampers and disliked all the music of Wet Wet Wet. But we digress.
As I just mentioned in my post on the General forum (
http://www.thegamecreators.com/?m=forum_view&t=32260&b=2) in April, before I came home, I saw a profusion of moaning posts along the lines "you can't write a game in DB Pro". What rubbish! I decided to prove this wrong and, as I'm quite, quite mad, I decided to go one better and see if you could write a complete game in DB Pro without using any external media at all. Yep, not so much as a pixel loaded in from an external file. Barking.
The result is 3D Reversi. This is a complete version of Reversi written entirely in DB Pro. You can find it in the attached source box. It boasts:
1. no external media at all (I'm making a virtue of this);
2. three different board colours, two of which are violently sickening to the eyes;
3. three game modes: human v human, human v computer (the human can chose which colour he plays) and computer v computer (the computer plays itself);
4. full set of rules displayed by the game itself;
5. detailed comments in the code explaining what the bejesus is going on.
In terms of development feedback, you'll see a couple of chunks of the attached are commented out. I tried to implement a "best move" feature whereby the computer would show the human what is theoretically the next best move to play. However, I ran into the weird bug with the clone object command that causes DB Pro programs to hang after the command is used too much. This is a reported [confirmed] bug in the bugs forum so not much I can do about that.
Also, I ran into the [confirmed] bug relating to the pitch camera / point camera commands, i.e. pitch camera "breaks" any point camera commands.
Its also interesting to see the speed slow down that occurs in the rendering of the board / pieces when the text command is used a lot. Take a close look at how much slower the board rotates when an "invalid move" warning appears on the screen.
Finally, whenever I post a program I always get at least one post from someone saying "it doesn't work". Let me just preempt that for once by saying I've tested and tested and tested the attached code and it does work. If anyone can't compile it, the problem is local to their machine.
Cheerio!
Philip
What do you mean, bears aren't supposed to wear hats and a tie? P1.3ghz / 384 megs / GeForce MX 5200 128meg / WinXP home