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DarkBASIC Professional Discussion / - DBPro Coding Challenges -

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McLaine
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Posted: 20th Aug 2008 11:19
Pretty cool Neuro.

However, you still haven't got the essence of Procedural generation, and there's no entrance or exit.

Hint: At the start of your program, create an array of 100 x 2 elements. For each row, fill the first column with a totally random number (the Room Seed), and the second column with randomly generated room type (1-3)

Now, when space is pressed, it moves down this array and gets the next Room Seed and Room Type.

Room type determines Cave, Plains or Corridoor as before. But now, Room Seed is passed to the cave,plains, or corridoor function. Within these functions, place a Randomize(RoomSeed) command just before you start randomly generating the blocks or trees.

Now you'll find that you can return to a level and the blocks and trees will be in exactly the same place they were last time you visited that particular level.

It's not my fault!
Neuro Fuzzy
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Posted: 21st Aug 2008 02:25
well, yeah. But, i guess for it to be truly procedurally generated, the player would input some variables, and there would be 100 levels, which could be exactly reproduced by giving the program the same variables.

But... i can't really think of a way to do that. i could use some random minus/plus/division/multiplication maths but... meh. Besides, random is better.

And yeah, the "Random 1" at the beginning of the program wasn't to solve the level differences. i was just testing out errors on specific levels.

But, anyways, im not done yet, improvements on the way

XD
Pricey
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Posted: 21st Aug 2008 11:38
Here is what I have so far.



The code is pretty messy and its not commented, I'll do that last I think.

Its all procedurally generated, and when you go back to the same level, it will still be that same as last time.

I guess what I'm most proud of in this code is the collision routine, which is very efficient and fast for the size of map, but has one small glitch that I could fix if I wanted to, I'm just lazy, and it works fine anyway! Basically, because each 30x30 section of the map is one of 11 pre-defined patterns, it just works out which pattern you're currently in and checks your collision against that 3x3 grid. Which means that you're only ever being checked against the blocks very closest to you, without looping through every object in the map.

I'll be adding enemies and treasure, tidying up the code and commenting it in the next few days, watch this space!

Neuro Fuzzy
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Posted: 23rd Aug 2008 05:01 Edited at: 23rd Aug 2008 05:12
i finally got around to making each level the same. and it's fun to mess around with. tomorrow i'll be adding in enemies and enemy like stuff.


McLaine
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Posted: 23rd Aug 2008 13:15
@Pricey:

Nice and slick. Camera angle is a bit restrictive (Though not important with regard to the challenge). Like the preset building blocks (Data Statements). Not sure if you are checking a path exists to exit, can you point this out with rem statements if you are.
Edging the lead at the moment, would like to see level transition go both ways.

@Neuro:
Nice one mate, you've got the seeding thing sorted so that each level will now be the same each time it is visited. Next thing to focus on is putting exit objects (door, glowy sphere ) one to go to next level, one to go to previous level. Use player collision with these objects to indicate when a player should move between levels. Lastly, need to somehow check if you can find a path from one exit to the other within a level.

It's not my fault!
Pricey
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Posted: 23rd Aug 2008 14:27
Right, that's no problem to make it go both ways.
A path will always exist to exit, its just the nature of how the procedure works.

McLaine
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Posted: 25th Aug 2008 13:42
Judging today. A little over 8 hours from now

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McLaine
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Posted: 25th Aug 2008 21:40
Ok, you got a little more time. I'm off to the pub and will judge on my return after 11pm BST ( 3 1/2 hrs from this post )

It's not my fault!
Pricey
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Posted: 26th Aug 2008 00:40
This is my final submition, I've been really busy, so haven't changed much, just put a pretty cool effect on the map display and treasure.
I will finish this eventually, it could be a pretty cool game I guess, but for now, it is what it is!





McLaine
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Posted: 26th Aug 2008 01:13
Ok

@Neuro:

Got all your collision goin, and opted for generating the whole level randomly. Implemented the random seed which is the essence of the challenge, but didn't provide an entrance and exit or path finding

@Pricey

Again, collision routine was spot on, got around the pathfinding by clever construction of the level. Implemented building blocks which again is a big part of procedurally generated content.

So, my decision

Runner Up


Winner (Just edging it)


It's not my fault!
DarkBasic Pro Guy
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Posted: 26th Aug 2008 02:38
Congratz Pricey, can't wait to see the next challenge, I may at least try it for once if I can find some time on my hands.
Neuro Fuzzy
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Posted: 26th Aug 2008 06:23 Edited at: 26th Aug 2008 06:31
Ah, oh well, maybe next time

and i had an entrance and exit... not a physical exit but an exit by pressing the ctrl button, and i made it so you could go to the next level.

[edit] Ah! crap! i thought i had a different version loaded.


i finished that on friday night(Err, i changed the values so that each time you progress a level you go to a different map type, instead of having to go through 25 levels but...)

Eh, oh well. Your right though i did skimp out on the whole "Procedurally generated" concept. I should have focused on the linear type levels.

But, the last code i posted could still progress and go back through levels.

Pricey
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Posted: 26th Aug 2008 17:18
Thanks McLaine!

Something that's been interesting me lately is internal generation of media, the different methods of doing it and all that.

Your challenge is to create a simple 'Tanks' game, constructing all the media from primitives while still keeping a consistent graphical theme.

Its time to dig out 'MAKE MESH FROM OBJECT', 'ADD LIMB', 'OFFSET LIMB' and all those other old favorites. Also, you might want to give 'CREATE BITMAP' and 'GET IMAGE' a look for your textures!

Basically try to create a media-less tank game that is still moderately graphically impressive.

I will mainly be judging on graphical quality, but the game needs to be quite decent too!

Two weeks!
(9th September 2008)

DarkBasic Pro Guy
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Posted: 26th Aug 2008 18:00 Edited at: 26th Aug 2008 18:05
Finally a game that is judged by graphical quality...

I'll have a try possibly

EDIT: Ahh nevermind, after looking at my calendar I'll only have 3 free days between now and the due date.
Mr Tank
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Posted: 27th Aug 2008 23:25
Hmm. Maybe i'll do this. When i first got Darkbasic way back in the day, i made a load of media-less tank games. Before i discovered Milkshape, it was all "make object triangle" and "make mesh from object"...

When you say a "tanks" game, what do you mean exactly? Just any kind of game where you drive a tank? I should really do this on account of my username.

Mr Tank
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Posted: 28th Aug 2008 02:56 Edited at: 28th Aug 2008 03:00
Here's a version of my 2 player, no media tank-em-up from ages ago. It was written in DB classic, so porting/recoding it will likely be a big job. It had some cool features, and is pretty fun to play if you have someone to play it with. I can make it a lot faster and prettier i think, even without media. I can add better explosions, speed up the collision routines, etc. I reckon i can do stencil shadows too. I want to add a menu system, and collection of non-random arenas to choose from, and maybe a selection of tanks. I'll do some work on making nice procedural textures, but it's kind of pointless as i'll add media later to make a final game. I'd like to make it online too, but i've never done online before.

I had a 3 player version of this too, but keyboard clash made it slightly unfair, if amusing to play.

Mr Tank
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Posted: 31st Aug 2008 02:28
Anyone else doing this? I figure a tank game will be a bit crappy without sounds. I'm learning about sound memblocks at the mo and will attempt to procedurally generate some explosion sounds. Hopefully i can share the code before long and we can all have noisy tank games!

Haven't started coding the actual game yet. Want to know if i'm eligible to enter with something i've tried and tested before, or whether something more original would be cooler.

DarkBasic Pro Guy
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Posted: 31st Aug 2008 06:46
Sorry, school is starting wednesday and I've gotta move into another room on monday/tuesday. Sunday I'm gonna be out with family, Today I was busy with other stuff and I won't have time for a tank game.

Aurum Knight
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Posted: 1st Sep 2008 01:08 Edited at: 1st Sep 2008 01:09
I'm giving it a shot

Might not finish though.. with school and all
Mr Tank
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Posted: 3rd Sep 2008 21:47
OK i've made a start today.

Haven't made any great sounds yet. Am putting procedural media onto the back burner. First i'm making the game work.

Have got the old DBC code working in DBP now. Very old code that i intend to make run a lot faster. Was using huge object and image numbers, a naive collision system etc. Anyway i've got a large list of things to do so i'd best get cracking!

Good luck Aurum Knight! Is it just us then?

Bullet ghost4
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Posted: 4th Sep 2008 20:59
Can any body tell me how to do coding im like lost?
Bullet ghost4
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Posted: 4th Sep 2008 20:59
Can any body tell me how to do coding im like lost?
DarkBasic Pro Guy
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Posted: 5th Sep 2008 08:55
Once you have downloaded and installed DBPro, you'll want to find some tutorials, which are all over the forums, in the newsletters, and also there's some at Tutorial City

BillR
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Posted: 5th Sep 2008 11:48
I'm also working on a tank game, hope to get it finished enough to play and submit for judging.

I'm learning some interesting things along the way.
That's just how we like it!
Gold Dragon 27
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Posted: 7th Sep 2008 16:36
Question about Tank challenge?
Can I use milkshape to draw a 3d tank,export it as text, and then use the text as data for me to draw the tank in dbpro out of triangles?
BMacZero
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Posted: 7th Sep 2008 17:01
Nope, sorry:

[quote]You may not do anything which attempts to ‘get around’ the rules. An example of this would be converting a media file, such as a .jpg, into a huge stream of data, and pasting it as data statements into your code. This is still classed as media.[center]
Gold Dragon 27
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Posted: 7th Sep 2008 17:43
Ok, this is what i am trying to do.
If it works for the tank challenge or not I still want to try it.
I made a small box.
Then read the Triangle data, colored them red, scaled them, and tried to add them as limbs to the box.
All I get is a grey box?
Am I doing something wrong, missing a step,how do I correct this?

box1:
rem MAKE OBJECT TRIANGLE Object Number, X1, Y1, Z1, X2, Y2, Z2, X3, Y3, Z3
make object box 1,1,1,1
for a = 2 to 13
read p1,p2,p3,x1,y1,z1,x2,y2,z2,x3,y3,z3,u1,v1,u2,v2,u3,v3
MAKE OBJECT TRIANGLE a, X1, Y1, Z1, X2, Y2, Z2, X3, Y3, Z3
color object a,rgb(255,0,0)
scale object a,1000,1000,1000
make mesh from object a,a
add limb 1,a-1,a
delete object a
next a

set object 1,1,1,1
scale object 1,200,200,200
position object 1,100,70,100


return

rem box 1

data 0.00,1.00,2.00,-0.68,0.68,0.27,-0.41,-0.41,0.82,0.42,0.42,0.80,0.00,0.00,0.00,1.00,1.00,0.00
data 1.00,3.00,2.00,-0.41,-0.41,0.82,0.67,-0.67,0.33,0.42,0.42,0.80,0.00,1.00,1.00,1.00,1.00,0.00
data 2.00,3.00,4.00,0.42,0.42,0.80,0.67,-0.67,0.33,0.65,0.65,-0.39,0.00,0.00,0.00,1.00,1.00,0.00
data 3.00,5.00,4.00,0.67,-0.67,0.33,0.41,-0.41,-0.82,0.65,0.65,-0.39,0.00,1.00,1.00,1.00,1.00,0.00
data 4.00,5.00,6.00,0.65,0.65,-0.39,0.41,-0.41,-0.82,-0.40,0.39,-0.83,0.00,0.00,0.00,1.00,1.00,0.00
data 5.00,7.00,6.00,0.41,-0.41,-0.82,-0.67,-0.67,-0.33,-0.40,0.39,-0.83,0.00,1.00,1.00,1.00,1.00,0.00
data 6.00,7.00,0.00,-0.40,0.39,-0.83,-0.67,-0.67,-0.33,-0.68,0.68,0.27,0.00,0.00,0.00,1.00,1.00,0.00
data 7.00,1.00,0.00,-0.67,-0.67,-0.33,-0.41,-0.41,0.82,-0.68,0.68,0.27,0.00,1.00,1.00,1.00,1.00,0.00
data 6.00,0.00,4.00,-0.40,0.39,-0.83,-0.68,0.68,0.27,0.65,0.65,-0.39,0.00,0.00,0.00,1.00,1.00,0.00
data 0.00,2.00,4.00,-0.68,0.68,0.27,0.42,0.42,0.80,0.65,0.65,-0.39,0.00,1.00,1.00,1.00,1.00,0.00
data 1.00,7.00,3.00,-0.41,-0.41,0.82,-0.67,-0.67,-0.33,0.67,-0.67,0.33,0.00,0.00,0.00,1.00,1.00,0.00
data 7.00,5.00,3.00,-0.67,-0.67,-0.33,0.41,-0.41,-0.82,0.67,-0.67,0.33,0.00,1.00,1.00,1.00,1.00,0.00
Gold Dragon 27
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Posted: 7th Sep 2008 18:16
And Honestly, since no thread, or forum, or other user here, to my knowledge, Has as of yet been able to draw shapes and form out of just triangles in DBP.
I think that my effort to physically draw my shape in another program, take the raw data, and then attempt to code the soulution to this problem should be with in the lmits of 'no media'.
I could have done the same on graph paper, made up my own numbers to input as 3d data, and it would be no different.

Of which I did so, many years ago, when I learned how to write code on the Apple //e and //c. because there was no way to create external media back then.I was able to create rolling land scapes,black holes,flying 2d shapes in quasi 3d world, all with code.I believe this is no different, with the exception, I used another program to create my data instead of paper and pen.

Thank you
Mr Tank
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Posted: 8th Sep 2008 02:58
I used to make models in DB classic with make object triangle all the time. Before i discovered the joys of milkshape. I seem to remember the normals always pointed in the same direction.

It's hard interpreting the rules. Whereabouts are they? I hope i'm not breaking them by reusing a lot of code from things i've done before. I guess each entry should be assessed based on what has been done to them during compo time. Given this compo is supposed to be mainly about the media, i've left the gameplay from my old tank game relatively unaltered, and made efforts to make all the media in code.

Game's coming along pretty nicely. Most of my media is procedurally generated by the game now. Have particle explosions, treadmarks, and even soft shadows of sorts for the buildings. Looks kind of pretty in an old school way. Still have to make the tank models, sounds. There's a load of stuff on my list of things that could make it better, but i can do them after the compo.

acelepage
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Posted: 8th Sep 2008 04:52
Here are the rules:

http://www.andromedus.com/dbp/

( 2b || !2b ), that is the question. The answer: true
calcyman
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Posted: 8th Sep 2008 09:26
Quote: "Has as of yet been able to draw shapes and form out of just triangles in DBP?"


I've made all of the other platonic solids (tetrahedron, octahedron, dodecahedron, icosahedron) out of triangles, and made functions for it.

The optomist's right, The pessimist's right.
Gold Dragon 27
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Posted: 8th Sep 2008 13:24
ok...when doing a search on the forum for triangles, or shapes, i was not able to find anyone offering up a solution to those who asking how to do it.

As I am doing now in this thread....

How is it done?

Look at my pre-posted code and tell me what is wrong.
Aurum Knight
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Posted: 9th Sep 2008 01:01
Quote: "Good luck Aurum Knight! Is it just us then?"


Sorry, didn't have time all week... and this is my first time on the computer in three days

Oh well :/
Mr Tank
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Posted: 9th Sep 2008 05:29
Game's going pretty well. Hopefully i can polish it off before work tomorrw.

Gold Dragon : if you are making meshes from things, it doesn't keep the colour, The object you make with all the limbs will be, by default, coloured white, but because lighting doesn't work properly with untextured (color object..) objects, it will look grey. You should make a 1x1 image and texture it with that.

If you want different coloured triangles, texture each limb with a different coloured texture. Having loads of limbs is bad performance wise. Once you have added all your limbs, make a mesh from the object with loads of limbs, delete it, and remake it from the mesh. The problem is then you lose your colours. If you have one limb for each colour you want to use that should work.

You can colour vertices if you use memblocks, but it's not the sort of thing i can explain off the top of my head.

Mr Tank
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Posted: 9th Sep 2008 20:32 Edited at: 9th Sep 2008 20:35
Deadline's today, right? Here's my entry- hope it works for you.

CONTROLS:


Powerups:


Here's the .dba:

I attatch a text file since the forum doesn't seem to be able to cope with this amount of code!

Pricey
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Posted: 11th Sep 2008 00:14
Command out of place, Line 931

'next o'



Mr Tank
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Posted: 11th Sep 2008 14:54
That's odd! I just downloaded it (open with notepad), selected all, cut and pasted into DBP, and it worked fine. Perhaps i have a different version of DBP to you or something. I have 1.066. Maybe it interprets rems or remstarts or something differently. The other thing is, i think round about that time is the first use of the command "fix object pivot" in the program. You could try commenting it out. I would try removing bits to find the problem, but as it works fine for me, i'd have no idea if it had fixed it!

Has anyone else tried it?

RedFlames
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Posted: 11th Sep 2008 16:37 Edited at: 11th Sep 2008 16:39
I think ut is because of this line:
REM AND SHOTS...
which is infront of the "for .." and in the standard editor ... is for line concenation (spelling?) so it will put the For-statement into the comment, thus the "next o" is out of place

Edit: there are some more comments ending with "...", its safer to remove the dots and in synergy the concenation-symbol is _ so i wouldnt recommend ending a line with this to

Mr Tank
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Posted: 11th Sep 2008 17:58
Nice one! - so it's the editor. I use the standard DBP one. I've edited the code, replacing "..." , which i seem to use an awful lot, with "..". Hope it works now!

RiiDii
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Posted: 12th Sep 2008 08:02 Edited at: 12th Sep 2008 08:05
Been a while since I posted in this thread, but I was around a lot when this thread started.

Quote: "And Honestly, since no thread, or forum, or other user here, to my knowledge, Has as of yet been able to draw shapes and form out of just triangles in DBP.
I think that my effort to physically draw my shape in another program, take the raw data, and then attempt to code the soulution to this problem should be with in the lmits of 'no media'.
I could have done the same on graph paper, made up my own numbers to input as 3d data, and it would be no different."


If you do all the work yourself, you probably are o.k. But if you import it from a 3D data file - you are "breaking the rule". The idea is to focus on coding skills and not so much on media. Data statements have been used in the past so long as they are completely written by the code author, and not copied (by any means - even manually) from another program. Also, adhere more to the spirit of the rule and not so much the written words. Clearly, in your example, it makes more sense to write data statements instead of a ton of triangle statements. It looks cleaner. But if those data statements make a 8,000 polygon dragon - well you get the idea.

In the end, the there are three "spirit" rules that should guide you in this matter. The first I already mentioned - the focus of this challenge is on coding and not on media. The second is that the the code should be easy to copy-paste-and-run. (which was the reason for no media). If the judge has to spend too long scrolling through 100k lines of code to copy and paste, the judge may not bother. The third rule is not to try and circumnavigate the rules. Ric realized back when this started there would be plenty of "what-ifs". The spirit of that rule is just focus on the code, the friendly competition, and don't worry about the what-ifs. Final word is up to each judge I suppose.


Open MMORPG: It's your game!
Ric
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Posted: 12th Sep 2008 13:05
RiiDii has it spot on. Using a modeller and converting to data for your entry goes against the spirit of the rules, even if you think you can justify it technically.

You are allowed to create your own program, so long as you post it here, which generates the data. We had a 3d modelling challenge some time back, so we know it's not impossible to write such a program. Or, as you said, you could use graph paper.

Mr Tank
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Posted: 13th Sep 2008 01:48
Quote: "If the judge has to spend too long scrolling through 100k lines of code to copy and paste, the judge may not bother."

It's situations like this that "select all" was invented for.

Jimmy
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Posted: 13th Sep 2008 01:54
Quote: "It's situations like this that "select all" was invented for."


Try that with a code box.

"Oh hey, nice website Jimmy, it's really nice and fancy." -- That C++ Nerd
Visit. Website. NOW!
Pricey
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Posted: 13th Sep 2008 22:26
Well done Mr. Tank! I got this running by doing a search/replace and getting rid of all those '...'s in your REM statements.

Since you were the only entrant, I guess you win! But your game was very good anyway, it would have been nice to see sliding collision in there, and when you restart the game after dieing, the tire tracks from the previous game are still there. The sound effect for the explosions was a very nice touch!

Once again, well done!

Mr Tank
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Posted: 14th Sep 2008 03:22 Edited at: 14th Sep 2008 03:24
Thanks! I want to put better collision in it at some point. The persistent tracks were supposed to be a sort of feature, but i guess it is a bit wierd that they stay and the rest of the level changes, with immobile concrete boxes on top of the tracks. I'm working on an improved version that i'll post in one of the other forums at some point.

Anyway, i gather i am to set the next challenge. I have yet to check through and check what's been done (kind of a long thread), but, given that pretty much every game i've made so far involves blowing stuff up, i was thinking something along the lines of...

Make something in which the player has to nurture or create something "living". Like an allotment simulator, virtual pet, aquarium etc. Maybe this is a bit broad. Perhaps just anything to do with life- it could be a fishtank or evolution simulator where the player just watches something grow. Perhaps a criteria should be that you have some ability to interact and influence the game, otherwise the player isn't a player but a watcher. Maybe just feeding a runner bean. Maybe even something like sim city could be covered by this kind of "create something living" rules. Maybe the task could be to create something soothing. I don't know. I'm just waffling now.

I gather i have about 24 hours or so to set the next compo in motion. Anyone have any thoughts or ideas as to what the compo should be? Ideally it'd be cool if it was appealing enough for multiple people to enter.

BMacZero
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Posted: 14th Sep 2008 03:38
That sounds like a pretty good idea.

Also I really want to play your game, but I get 'memblock position outside range at line 2600.' Which, oddly, is remmed out. 6.9.
Mr Tank
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Posted: 14th Sep 2008 03:54 Edited at: 14th Sep 2008 04:13
That's bizarre. I want you to play my game too. Which editor are you using? I tested with the standard one and codesurge. If the remmed line gives an error, try deleting it.

Line 2600 is in the function that makes an image with memblocks, right?



I guess it would hit a problem if your computer isn't using 32 bit images, but as far as i know, DBP always uses 32 bit images, right? The display mode is set to 32 bit mode early in the program too, although as far as i know, this shouldn't matter.

I think this uses an image i grabbed from a bitmap, so i assumed it was 32 bit.

I should make a quick thing to test this out, but need sleep right now. Perhaps i'll upload an exe and see if that one does the same when you run it. I can make it check what bit depth the bitmap/image is.

BMacZero
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Posted: 14th Sep 2008 16:47
Ah, thanks, that fixed it. Windows was set to 16-bit, I changed it to 32-bit and it worked perfectly. Very nice job, I espcially like the explosions, they're better than some I've seen in games with media .
Mr Tank
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Posted: 14th Sep 2008 16:54
Thanks dude. It's good that you spotted the problem. I think i can convert that function to work in 16 bit too without much of a problem. Any subsequent versions should work in either depth.

I should post the new challenge up later today.

Tinkergirl
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Posted: 15th Sep 2008 00:29
Looking forward to the next challenge - I've had a bit of a hankering for some DBPro coding. Would have tried the tank game, but going up against Mr Tank on a tank game? Nah Well done, Mr Tank.

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