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DarkBASIC Professional Discussion / - DBPro Coding Challenges -

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MickeyIII
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Posted: 5th Aug 2008 03:50
Thanks Mr. Tank...I will look through it and see what I can learn from it...thanks, again.

MickeyIII
McLaine
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Posted: 6th Aug 2008 04:51
Well, it's comin on nicely.

Track Editor done, am working on the car mechanics now. Still, thought I'd let you see my code. (attatched)

It's not my fault!
McLaine
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Posted: 6th Aug 2008 05:04
Hmm, how are people uploading images? I get a 'file size is large than 50mb' error. It's only a jpeg screenshot ... 22k!

It's not my fault!
Mr Tank
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Posted: 6th Aug 2008 05:36
Other peoples' stuff impresses. Would go into detail but i'm tired. Will properly review after the compo's over.

Have made some progress: sorted loading and saving tracks, collision with the track edges and across track pieces (meaning i can count laps), and making a 3d object track via memblocks.

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Neuro Fuzzy
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Posted: 6th Aug 2008 10:09
Sounds great, looking forward to testing your results. i can learn some new stuff from these entries

one question. I noticed on your map maker that you could make tracks cross over eachother. How do you intend to deal with that? just let it be?

XD
Sixty Squares
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Posted: 6th Aug 2008 22:14
@Jimmy: That was really cool . By the way I think the command for writing integers to a file is WRITE WORD

MickeyIII
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Posted: 6th Aug 2008 23:58
Hey sixty squares...I remember reading in the documentation that in order to write an integer to file is the command "WRITE FILE filenum,variable",NOT "WRITE WORD" as that would only write variables defined as WORD...Same goes for DWORD,FLOAT,STRING,etc...

I could be wrong, but I'm pretty sure that's the command.

MickeyIII
Jimmy
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Posted: 7th Aug 2008 05:51
Quote: "By the way I think the command for writing integers to a file is WRITE WORD"


Dude nooooooooooooooooo. Well, yeah, I don't really know what you're talking about. Ric/Benjamin wrote that function and they use WRITE BYTE, WRITE LONG, AND WRITE WORD, so I don't know exactly what you're trying to tell me. Love ya, bye!

"Oh hey, nice website Jimmy, it's really nice and fancy." -- That C++ Nerd
Visit. Website. NOW!
Sixty Squares
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Posted: 7th Aug 2008 18:32 Edited at: 7th Aug 2008 18:38
@Mickey III:
Quote: "WRITE FILE

This command will write a long word of data to the file from an integer value. This is the standard command for writing data where the datatype is not important. The file specified by the file number must be open or the command will fail."


Quote: "WRITE WORD

This command will write a word of data to the file from an integer value. A word represents two bytes. The file specified by the file number must be open or the command will fail. "


I guess it's long word vs. word ?

@Jimmy: OOPS I saw that in Mr. Tank's code I just realized. MY BAD!

@Mr. Tank: Interesting editor . I believe the command for writing integers to a file is Write Word?

Quote: "
for n=1 to numpoints
read float 1,point_x(n) `dont think file integer commands are available!!!!
read float 1,point_y(n)
`read float 1,k#:point_x(n)=k#
`read float 1,k#:point_y(n)=k#
next n
"


McLaine
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Posted: 7th Aug 2008 21:34
Here's the latest source code.

Editor pretty much finalised, car mechanics working

Just need to check laps, lap times, and add opponents now

*phew*

It's not my fault!
Neuro Fuzzy
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Posted: 8th Aug 2008 06:28
Mclaine- I'm impressed. It's a really good, well thought out game!

One thing though, i think you should have walls around the track, or something along those lines

Ah, by the way, the "Have to have a boost button" rule, was more of a suggestion..... not completely necessary but...

really impressive stuff people!



XD
Mr Tank
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Posted: 8th Aug 2008 14:03
McLaine-
your thing sounds cool but i couldn't get it to run. I tried putting #includes for the other dbas at the start of racer.dba, and cutting and pasting everything into one dba. Maybe i'm being stupid, or we're using different DBP editors or something. Anyway i'll try again later, but got to get on and finish my thing.

Neuro Fuzzy-
The track crossing isn't a "problem" i expect to fix by the deadline, but it isn't really a problem. The car can't turn at the crossroads, due to the way the collision detection works. More of a problem is the track being made too tight, in which case it becomes impassable. Maybe i'll stick in something to detect and stop this.

Progess Report:
You can drive on the track now. It records laptimes, and a ghost car of your fastest lap starts as you cross the finishing line, a la Gran Turismo.

Driving mechanics is complete pish. Think it'll remain an extreme hovercraft simulation for now. Will make it into a car thing in future i think.
Collision detection works, but the car behaves as a point particle. Hopefully i'll sort this out.

Plently of little things to tweak but the basics are done. Basically need to make it user friendly now, and stick a few premade tracks as DATA. And add a boost button.



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McLaine
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Posted: 8th Aug 2008 15:59
Cool stuff Mr Tank.

Like your use of cubic splines. I went for something much simpler.

I attatched all the project files in the '.Rar' and it's been done with Synergy Editor.

It should work with any editor though, just open up the '.dbpro' file.

It's not my fault!
Mr Tank
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Posted: 9th Aug 2008 04:44 Edited at: 9th Aug 2008 05:16
Alright dudes, i'm sort of done. Am posting now incase i forget to get up tomorrow, but i may do something else to it. I also look forward to checking out everybody else's stuff, but right now I need sleep.

The thing about writing integers is interesting. I'm pretty sure it's not write word, because integers are a dword of data, right?, although they aren't actually dwords. I seem to remember it might be write file. Anyway, not urgent because i didn't need it.

MacLaine: i got your thing to work. I must have been doing something stupid before. Sorry. Track editor looks really sweet. I wanted to use circular arcs, but because of the problem of joining them up to form a loop, i went with splines instead. Menu runs pretty slowly on my computer, but the race engine runs fine. Anyway, the whole thing seems pretty slick. Nice.



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McLaine
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Posted: 9th Aug 2008 10:01
Here you go folks, latest thing.

Added a rotating scanner, skid particle effect (lousy I admit) and tweaked car mechanics. ADDED the BOOST!

I dunno if I'm going to be able to do anymore to this, but ce la vi

It's not my fault!
McLaine
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Posted: 9th Aug 2008 10:04
Hey Mr Tank, It wouldn't let me cross the finish line for some reason so I didn't get to see the ghost car

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Mr Tank
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Posted: 9th Aug 2008 12:44 Edited at: 9th Aug 2008 13:24
Hmm. That happens when the track is made too tight, and the horizontal lines dividing the track sections begin to cross over eachother. I think all the preloaded tracks should work OK. If you press a number key 1-5 in the editor, then "T" to test, hopefully that should work.

I might see if i can knock up something that detects a too tight track and prevents it from being raced on, but have to go to work in a couple of hours. I'll see what I can do.

Want to return to this editor after the compo, and add more tools and settings. Then make a racing game.

EDIT: New version. now you can't race on a track that is too tight. All the preloaded tracks are OK. It's pretty impossible to make hairpins, which sucks. Something to work on in next version. Have a few ideas.



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Mr Tank
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Posted: 9th Aug 2008 13:37 Edited at: 9th Aug 2008 13:37
I played your thing MacLaine. It's very cool. The racing part is much improved. Feels pretty wipeouty, and there's a good sense of speed. I prefer your closer camera view to what i used in my thing. Couple of things: in the editor you state that space is confirm track piece and return is reset it, when actually it's the other way around. Also, it would be cool if when race mode started, the car started on the starting grid piece.

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McLaine
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Posted: 9th Aug 2008 14:05
Noted Mr Tank,

yup, tested your pre-built tracks. Very cool.

I've made mine with a load of (easily) understandable control variables. They are in MainGame.dba

You can tweak these settings to change the way the car handles.

Hmm, thought I'd sorted the starting grid position.

Well done for spotting the deliberate mistake re Space / Enter in the editor.

It's not my fault!
McLaine
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Posted: 10th Aug 2008 00:13
Ok, I've been entertaining all day and not able to do any more code. Thought deadline was today, but if you're happy, I can post another update tomorrow.

It's not my fault!
MickeyIII
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Posted: 10th Aug 2008 02:52 Edited at: 10th Aug 2008 03:13
Ok...What time(in the Central Time Zone) is the deadline...Or how can I figure it out myself...NOBODY AT MY SCHOOL TAUGHT ME HOW TO DO THIS!!! Embarrising, I know, but I REALLY would like to know how. And, as it seems according to McLaine, the deadline has either passed today or is going to pass SOON today...either way, no one, not even the judge, has said anything about it...except for McLaine in the above post.

Thanks,

MickeyIII

Edit: Ok, I'll still submit my code when I'm done just so I can say,"Hey! I just finnished my first, complete game. How about that!" even though I won't finnish BEFORE the deadline. Also, if it's any good, It's more code to add to the code base for those who are JUST NOW getting started. I still consider myself a noob, cuz I've been just fooling around with game programming a LITTLE for about 4 1/2 to 5 years, and I haven't really dug down deep quite yet, which I would really like to do now that my school will take place at Baton Rouge Community College where my classes are ONLY on Monday, Wednesday, and Friday...

Plus I do have work on Fridays and Saterdays, but that's ONLY in the Late Evening and at Night, like from 5 or 6 to 11:30 or 12 at night. But Tuesday and Thursday I should be able to ballance ALL of my School Work AND do some Game Programming,Until Next Year when I go to Northwestern State University to Major in Music Education.


Sorry I wrote so much, but I was only saying all that to say I would really enjoy, after I finnish this racing game, to have help to better myself in the field of Game Programming. I'm also planning on learning, mostly from GP Wiki, GameDev, etc...DirectX7 through 9.0c, starting with 7 and 8 in VB 6.0, have it...and 9.0c, possibly 10 when I get my new computer, soon hopefully, with Visual Studio 2008 and further along as they come out. Might want to play around with Java Script when I get a LOT,LOT,LOT more experienced. Sorry again for all the ranting...

MickeyIII
darkvee
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Posted: 10th Aug 2008 10:42
Hi this is Vee
I am trying to post my code but I am getting this error.
It says Unknown System Error while posting reply. Sorry but I have to abort now. Please try again later.
Can someone help me out i need to get this code in here so we can all be graded.

Vee
darkvee
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Posted: 10th Aug 2008 10:50
Hi this is vee!
I got everything working, might be some bugs though. I didn't get to test it all and I

didn't get to optimize it.
So it might be slow on some pcs.
I wished I had more time, oh well lol
I had to hide alot of walls so. If you got a fast pc you can
un-hide them to look at them.

Looks like everyones projects are comming alone nice also.
Hi McLaine I like your track editor, thats pretty neat, also I like when you play the track

you made, no bad.
Hi mr tank pretty cool trick with splines.
I Couldn't get it in a code snippet, so I had to use this.
Ok here is what I got.

Heres the Vees Dodge racer 3D 2008!
http://rafb.net/p/EfaanL18.html

Vee
McLaine
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Posted: 10th Aug 2008 15:40
Like it Vee, it feels BIG.

Try adjusting the steering value lower so that you don't turn as quickly.

It's not my fault!
darkvee
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Posted: 10th Aug 2008 21:51 Edited at: 10th Aug 2008 22:02
Hi this is Vee again lol
Ops, sorry I left out how you play this game. lol
Here it is

Vee Dodge Racer 2008 controls
Press a to turn left
Press d to trun right
Press and hold right arrow key and use a and d to straft or dodge
So use the a and d only for curves mostly and pressing and the holding right arrow key and a and d for dodging poles.
Make 5 laps and you win.

Vee
darkvee
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Posted: 10th Aug 2008 22:00
Hi this is vee again
Ops, sorry I left out how you play this game. lol
Here it is

Vee Dodge Racer 2008 controls
Press a to turn left
Press d to trun right
Press and hold right arrow key and use a and d to straft or dodge
So use the a and d only for curves mostly and pressing and the holding right arrow key and a and d for dodging poles.
Make 5 laps and you win.

Vee
darkvee
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Posted: 10th Aug 2008 22:00
Hi this is Vee again lol
Ops, sorry I left out how you play this game. lol
Here it is

Vee Dodge Racer 2008 controls
Press a to turn left
Press d to trun right
Press and hold right arrow key and use a and d to straft or dodge
So use the a and d only for curves mostly and pressing and the holding right arrow key and a and d for dodging poles.
Make 5 laps and you win.

Vee
darkvee
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Posted: 10th Aug 2008 22:07
Hi this is Vee, yes again lol
I made a big mistake! Well my sister did. lol How do I delete a post, someone else posted the same multiple times?

Vee
Neuro Fuzzy
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Posted: 10th Aug 2008 22:53
Gah, i had a really hard time deciding who should win. I really like Vee's and Jimmy's ideas of dodging obstacles. The car/sponge models that jimmy and Mclaine made were impressive (Jimmy's specifically), and Mr Tank's map editor's point and click simplicity was great, so was the way that with Mclaines, you could plan out what you wanted.

Jimmy: I thought that your game was the most graphically appealing (im probably sure the smell wouldn't be too great though), and yours was the most challenging. I liked how you could shift gears, but i think that with everything else going on, it was just distracting.

Mr Tank:
Your map editor was great, and the game was fun. But, i think that there wasn't enough boost, and your car went too slow. I solved this by turning the boost up to 10,000 though, . I liked that there were edges to the track, and that there was a model for the starting line.

Vee: I thought that your game had the best sense of an actual racing track. However, you started out too slow, and the obstacles were too easy to dodge.

McLaine: I think that your game had the best car mechanics, i liked how the game went into slow mo as you went around corners (whether that was purposeful or not), and how you could plan out what you wanted in the map editor pretty well. However, there weren't times, and the fact that you couldn't delete pieces on the map editor was annnoying.

Judgements:
3rd Place:


Runner up:


And first place goes to.....


Great work people. I'll look forward to competing in the next contest!

XD
BMacZero
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Posted: 10th Aug 2008 23:10
Umm...you didn't judge mine? Maybe you missed it because it's on the previous page.

McLaine
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Posted: 11th Aug 2008 03:37
Ahem, yes definately, the slow mo was an intentional 'bullet time' FEATURE, not a bug. (Taking a leaf out of Microsoft's book! It wasn't caused by forgetting to reduce the particles amount to a reasonable level that wouldn't slow everything to a crawl!) Ahem.

I have no qualms about you rejudging, including BmacZero's code. I love the challenges but always have a hard time coming up with the next if I win.



It's not my fault!
Neuro Fuzzy
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Posted: 11th Aug 2008 05:12
Gah! bmaczero's entry... Well, first and second place remain the same.


and i dunno who to put in third now, so i'll just say your all third.

XD
McLaine
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Posted: 11th Aug 2008 08:18
Ok, thanks Neuro.

I really enjoyed this challenge. Gonna keep working on CC RACER I think.

Ok, throw some ideas at me for the next challenge. I've been away for a while and am not sure what challenges have been done recently.

It's not my fault!
Neuro Fuzzy
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Posted: 11th Aug 2008 10:42
hmm.... i'm thinking about spore right now... How about Procedurally generated stuff? That'd be a challenge, with some pretty cool results.

something... more original? best use of mouse movement? as in... forcefields...negative/positive force. I dunno.

XD
McLaine
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Posted: 11th Aug 2008 15:45
I was thinking about procedural stuff myself. Might be a little too hefty for a coding challenge though. I'll wait a bit longer to get other's suggestions.

It's not my fault!
Neuro Fuzzy
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Posted: 11th Aug 2008 21:59
recent challenges:
animated stickmen
Tile based RPG engine
Iq game
explosion
waterfall
bullet effect
olympic challenge
racing game

Just tryin to give you some brainstorming ideas
i'd say itd be a good idea to search "Game" on google images, but last time i did that all i came up with was a fish...

XD
McLaine
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Posted: 11th Aug 2008 23:17
Ok, we'll give procedural generation a go.

Challenge: Procedural Dungeon Bash (A.K.A Rogue, wiki it!)

Must have at least 100 levels (This is the beauty of procedural generation, no need to build each level by hand.)
Each level must have an exit to the next level
There must be a path from the Level Entrance, to the Level Exit.

Bonus points for
Room Variety
Treasure
Enemies (Static Enemies are ok)

I'll be looking more at technique than GFX, can be 2D or 3D

Hints:

Generate a level by (randomly) assigning pre-defined 'rooms'

You have 2 weeks, I shall judge on Monday 25th August sometime after 8pm BST (British Summer Time)

It's not my fault!
Jimmy
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Posted: 12th Aug 2008 03:53
Good challenge!

I'll try to enter, but I only have the weekends anymore. Please don't be offended if my entry registers a 9.2 on the sucky scale.

"Oh hey, nice website Jimmy, it's really nice and fancy." -- That C++ Nerd
Visit. Website. NOW!
Neuro Fuzzy
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Posted: 12th Aug 2008 04:51
so a 0.0 on the sucky scale would be a 10.0 on the good scale? how about we just go from -5.0 to 5.0.

I'm hopin to make a 4.0 right here. i already have some of the textures done, and am using tdk's limb cube function.



I think it's a good start. The pic that appears when you click is th attacking motion of the zombie. The larger 100X100 bitmap is going to be the dungeon wall. I also plan on having some outside levels, and levels with buildings.

XD
TEH_CODERER
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Posted: 12th Aug 2008 12:51
I've been keeping an eye on these challenges for ages, just because its so interesting to see the results.

I feel like getting back into game making now though, after spending too long away with html,php,javascript,flash etc. and this seems like an interesting challenge. And the juding date is my birthday, haha!

Will definitely be giving this one a shot and looking forward to seeing what everyone comes up with.

Big well done from me to everyone for keeping this thread going!

Darth Vader
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Posted: 12th Aug 2008 13:13
Quote: "And the juding date is my birthday, haha!"
Doesn't mean you'll win! lol jk!
I wish I could join in, but alas I'm having trouble getting DBpro to work on my computer!


McLaine
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Posted: 13th Aug 2008 16:25
Keep the code coming, I like to see the development process.



It's not my fault!
Pricey
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Posted: 17th Aug 2008 23:58
Its been a while, but I'll be entering this one!

Already done my basic dungeon generation routine, just needs slightly optimizing, a bit of spaghetti code here and there, but works nicely.

This challenge has given me the first reason to Boot-Camp into Windows since I got my Mac hahah!

Neuro Fuzzy
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Posted: 18th Aug 2008 05:08



Theres a bunch of functions i haven't used yet, textures, code in general, but it works. You can left click and rotate your camera, or right click and attack with your sword!

XD
Neuro Fuzzy
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Posted: 18th Aug 2008 09:10 Edited at: 18th Aug 2008 09:25


There we go. Exactly the same, except commented and neatened up.

Also, notice i added a "Weapon" type. I'm gonna make it so that you can change weapons, which you pick up from treasure cubes, or enemies.The only two types will be ever spinning, or the reciprocating motion set in place now. Also, the standard "Healing Potion" will be included.

Soo, right now im working on adding in enemies and their AI. But, i don't know how long that'll take. The code i posted tonight was pretty much done four days ago... haven't been working on it that much.

XD
McLaine
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Posted: 18th Aug 2008 10:50
Good progress Neuro.

Look into the Randomize command. This is key in procedural generation. It lets you generate the same sequence of random numbers by providing a seed.

This means you can leave a level, then return to it and it will still be the same.

Currently, your level is going to be different each time you enter it.

Essentially, for this challenege, you should start by generating 100 random seeds (1 for each level)

It's not my fault!
Neuro Fuzzy
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Posted: 18th Aug 2008 22:05
Ah, that's perfect, i was thinking of saving the values in a file or something, but now i can just use randomize 1-100.

I'm making a bit of good headway on the enemy and ai, but it's not at the point where i can test it yet... it should work...

XD
McLaine
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Posted: 18th Aug 2008 23:56
Remember, the focus for this challenge is the procedural generation of the levels with the validation of a path from entrance to exit.
Enemies, treasure and combat are just a bonus.

It's not my fault!
Neuro Fuzzy
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Posted: 19th Aug 2008 05:09
Yeah, i kinda am straying away from the procedurally generated thing... But, thats just one level gen. I plan to have
1-25, Cement corridors, vampire enemies.
26-50, grassy, open plains, trees, frowny smileys as enemies
51-75, open caverns, pillars, zombies as enemies
76-99, dark cave corridors, wierd enemies.
100...?

XD
Neuro Fuzzy
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Posted: 20th Aug 2008 03:50 Edited at: 20th Aug 2008 07:43


Do you think it's awesome? i think it's awesome.

[edit]
oh, right, spacebar to switch levels. By the way, even though on the "Corridors" map generator, you don't necesarrily start in the corridor, once your inside, you can't get out... unless you're at one of the ends, but collision is worked out for the most part.

XD

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