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DarkBASIC Professional Discussion / - DBPro Coding Challenges -

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RiiDii
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Posted: 12th Feb 2009 13:36 Edited at: 12th Feb 2009 13:44
To morph an advance terrain, you can manipulate the vertex data from the terrain object. Something like this:



Here is an example of that snippet in action with this old entry I had for a Star Wars trench run.



Open MMORPG: It's your game!
Monk
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Posted: 14th Feb 2009 18:30
Infinite scrolling landscape...
does that include ones that are repetitive because they just repostion themselvesa round you? If so good, if not, whoops
=)
Oh yeah, and does it matter if my code is a bit of an amalgramation (think thats not made up) of my own code, plus a bit of stuff from the code base / forums... A bit of its mine, and i successfully put it together, so does that make it mine enough?

acelepage
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Posted: 15th Feb 2009 04:18
@Monk,
The idea of these challenges is to learn from others. So, for sure, you can put together code into your own creation.

( 2b || !2b ), that is the question. The answer: true
aarrowh
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Posted: 15th Feb 2009 04:44
I would really like to enter this challenge, but I have absolutely no clue how to use the Advanced Terrain commands in DBP, the help files didn't really 'help' that much... Could somebody post some code of some basic terrain that I could tear apart please...



Image thanks goes to AndrewT
Monk
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Posted: 15th Feb 2009 11:38 Edited at: 15th Feb 2009 11:40
Browse this..
I cant remember where i got this code from, but its a good example, but not hugely commented. If you want it commented more, or dont understand a part of it, just say

@Acelepage,
Goood otherwise im pretty screwed

P.s Aarrowh,
im not sure that Advanced Terrains can be used in a media free competition because they require heightmaps... Ive stuck with matrices and am working around with that..

Monk
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Posted: 18th Feb 2009 13:23 Edited at: 18th Feb 2009 13:24
Acelepage, i have you to thank for finally getting me to do this project ive been meaning and trying to do for a while now...
Heres what ive done so far, and in the 3 and a half days left i shall try to fine tune it a bit more...




If anyone tries this, please say what fps you get, because i think its fairly pc intensive at the mo, i only get 33. =)

P.s at the start of the next challenge, im gonna post something in the forum to get some attention.

Siddy
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Posted: 18th Feb 2009 13:38
sorry if its against the rules, im not participating in the challenge, just bored and running your guys code.

Monk, that code runs at 33FPS on my craptop and my blitzbox, seems to be locked somehow.

Acelepage, do you need DarkPhysics to run your winning code?
Monk
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Posted: 18th Feb 2009 13:51 Edited at: 18th Feb 2009 13:53
No i dont think you need Dark Physics, i dont have it and i could run his code...
What rules do you think could prevent you from trying the code??
Oh, and i just realised why the code runs at 33, i capped it at sync rate 30...
I get 440 fps after removing the 30!
thanks for trying it !

acelepage
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Posted: 18th Feb 2009 14:59
@Siddy,
The coding challenge rules require that the code run on DBP with no additional media or plug-ins required. So, the physics had to be coded with straight DBP.
The function move_balls takes care of applying gravity to the balls.
The function ground_hit checks for a ball hitting the ground, and then calls the function bounce to calculate the new direction of the ball. What I did is rotate the ball vector and ground angle so that mathematically, the ground was flat. This makes the bounce angle easy to calculate because you just rotate the current angle around the perpendicular. Then I add the ground angle back to the new angle to get the bounce.
The command object_hit checks for 2 balls hitting each other, and calls the function collide_bounce to calculate the new direction of the ball. This is more involved than the simple bounce because both balls have a velocity, and I exchange velocities between the 2 colliding balls. But it has a nice simple equation for calculating the bounce angle x=180-a+angle*2. This equation can be derived from the same process as the bounce function, which rotates the angle of collision so mathematically, the perpendicular to the bounce is 90 degrees, and the new bounce angle is rotated around this perpendicular to obtain the new angle.

For anyone just looking for a function to calculate bounce angles, the code is commented pretty well so you should be able to cut and paste it into your project.

( 2b || !2b ), that is the question. The answer: true
acelepage
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Posted: 18th Feb 2009 15:04
@Monk,
Without the sync rate command, I was able to get 60 FPS on the terrain. Once I left the terrain, is jumped to over 200 FPS because it stopped drawing terrain. Must be a bug there somewhere. I will try it again later and see if I can reproduce it to see why it happened.

( 2b || !2b ), that is the question. The answer: true
Monk
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Posted: 18th Feb 2009 15:35
Nah no bug its the same with me.
Its because the terrain is made of 25 objects so once there off screen the fps rockets. =)

aarrowh
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Posted: 19th Feb 2009 16:41
Oh, Ok, I might Don't exactly know when the deadline is, so I might sit out on this one. School is pretty hectic right now..



Image thanks goes to AndrewT
Monk
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Posted: 21st Feb 2009 12:16
Considering the fact that its now the 21st, and theres only one entry , i think i win...
Its a shallow victory, especially as twice ive won now its because ive been the only one the enter...

Any suggestions for challenges.?

HowDo
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Posted: 21st Feb 2009 12:39
show ingenious the ways to use CSG commands set?

Dark Physics makes any hot drink go cold.
acelepage
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Posted: 21st Feb 2009 16:05
Looks like there is not much interest in the challenges right now. It may be a very busy time for most. Just so there is an official record, I'll post this.



( 2b || !2b ), that is the question. The answer: true
Coldfire
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Posted: 21st Feb 2009 17:04 Edited at: 21st Feb 2009 17:23
i've been busy with family stuff lately and real life work, but ive been itching to get back into the challenges.

the csg idea sounds cool, but doesnt the built in objects such as cubes, planes, and spheres have difficulties with csg? ive only toyed with it a little bit, but from what i remember i had to use models with uv assignments... i think i used x format.

any idea how to use the built in shapes for csg that way we can adhere to the source only rule?

hmm... maybe i can generate a texture at load time... i think ill give that a try and see if that works...

EDIT:

just gave it a try, but it doesn't seem to work.

i made an array of planes and applied a white texture to them and the cube i use for a cutting brush, but it still doesn't seem to generate the appropriate data thats needed to cut... either that or i am missing something

anyways i figured id toss up my little test:


on another note... i should wait to see what the next challenge actually is i cant help it though... i am in an ambitious mood

"They say beer will make me dumb / It are go good with pizza" - Psychostick
HowDo
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Posted: 21st Feb 2009 18:19
same here, will await the next challenge, however just some code for those who my be interested.

This bit of code will make a disc or hole.



Dark Physics makes any hot drink go cold.
Coldfire
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Posted: 21st Feb 2009 18:38
lol, i figured it would be something simple. Thanks HowDo

"They say beer will make me dumb / It are go good with pizza" - Psychostick
HowDo
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Posted: 21st Feb 2009 18:41
Coldfire try all shapes and you'll see what happens.

Dark Physics makes any hot drink go cold.
Monk
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Posted: 21st Feb 2009 19:37
Csg sounds interesting but i dont know what it is...
My current train of thought is to wait a day, spread the message about the challenges and ill post a challenge late tomorrow if thats ok
For the challenge, im thinking something fairly simple that anyone, from newbie to advanced coder can do to a good level. Something thats limited by creativity not skill.Any ideas?

Coldfire
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Posted: 21st Feb 2009 19:47 Edited at: 21st Feb 2009 19:56
@HowDo

oops i was using clip instead of difference. for some reason it doesnt seem as though i can cut out of a plane but as soon as i switched it to a cube, it worked. well, sort of. i seem to be able to cut cubes out of cubes efficiently but when it comes to spheres, i get strange problems, for example:

if i make a cube and apply the difference of a sphere, it only leaves the cut edge instead of a cube with an inset corner...

im gonna keep playing with it, im sure ill figure it out eventually.

@Monk

hmm... how about a simple top-down shooter game?

"They say beer will make me dumb / It are go good with pizza" - Psychostick
Monk
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Posted: 21st Feb 2009 20:08
Any examples ??
I think thats already been done before but its plausible to be done again...
I mean, what were the first games people wanted to make when they started programming for your own experience??

jason p sage
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Posted: 21st Feb 2009 20:17
Quote: "I mean, what were the first games people wanted to make when they started programming for your own experience??"


First those cheap Char Cell Games - then tile games and shoot-em-ups
--Jason

Coldfire
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Posted: 21st Feb 2009 20:18
i was thinking of something on the lines of War Angels from moonpod or counterstrike 2d, of course without the media. and just something simple like a splitscreen deathmatch or maybe single player with simple ai, which can also be easily found on the forums

i was thinking it may have been done but didnt wanna wade through the 160 pages lol.

as for your last question, mmorpgs of course just kidding of course. my first project was a simple fps(very doom-ish), which im sure many ppl have started with, but once again im sure that has been done as well lol.

"They say beer will make me dumb / It are go good with pizza" - Psychostick
Monk
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Posted: 21st Feb 2009 20:32 Edited at: 21st Feb 2009 20:34
Yeah the top down idea might work, but for a new coder would it be too hard?
@jason, forgice me in my youthful ignorance, but what char cell games?
P.s anyone think theres any chance we could get a mention of the coding challenge in the newsletter seeming as were low on people...
Or is that a silly idea specially considering the competitions are starting again next week.

acelepage
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Posted: 21st Feb 2009 20:33
First games? You mean in DBP or just on a computer?

One of the first games I tried on a computer was blockout, where you bounce a ball off a paddle at the bottom of the screen and hit the blocks at the top. I also tried making a block building program, where you had a manipulator arm, and you picked up blocks and stacked them to make a tower (2D of course). The main issue with these programs was animation speed, because it was a 1MHz CPU, no graphics hardware.
I also remember a kind of DigDug game, but using ASCII characters instead of pixel graphics (again for animation speed).

I suppose I am dating myself here. The CPU was a Motorola 6809.

( 2b || !2b ), that is the question. The answer: true
Monk
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Posted: 21st Feb 2009 20:36 Edited at: 21st Feb 2009 20:37
Both, but i was intending the first game you tried to make in dbpro.
Maybe retro games, dig dug, pacman space invaders wouldnt be such a bad idea...

Lol first good discussion on this thread in a while, with a few people joining in, is between challenges =) Does this say something?

Coldfire
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Posted: 21st Feb 2009 20:42 Edited at: 21st Feb 2009 20:51
i wouldnt think so... maybe the ai part... other than that its pretty much just a character controller, projectile physics, and simple collision. you could use the mouse for aiming and just convert it to 3d then use POINT OBJECT to orient your character. after that, you could use MOVE OBJECT to approach that point or retreat.

the more i think about it... it could range from something as simple as asteroids and upwards...

Edit:

@acelepage

i can sorta relate... my first computer was a Hyundai 286 w/o a hard drive or math coprocessor. infact, the operating system, stored on a 5 1/2" floppy was BASIC if you wanted your computer to do something, you had to teach it, lol. Ah, the days of the text based adventure game, lol. i always wanted to try an amiga tho

"They say beer will make me dumb / It are go good with pizza" - Psychostick
jason p sage
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Posted: 21st Feb 2009 20:47 Edited at: 21st Feb 2009 20:50
Well.. Imagine a Windows Console (Command Window, Text Window, shell etc.) that was always full screen.

The first's I'd make were like space invaders or little dungeon "text-ty" looking games - on 40x25 consoles. Eventually 80x25 then 80x43 resolution consoles (Still a favorite video mode of mine to this day - because for business apps, even though every uses windows GUI's.. The truth is, text windows are less demanding on video memory, faster than gui from an overhead perspective... etc... But I digress...

You'd usually have 16 colors - 8 though for "foreground" and 7 for Background... I made some neat things even in fairly recent years in CHAR CELL

Here are some samples of programs I wrote using Char Cell Mode using my own windowing system - not TrueVision or other - home grown like most of my stuff.










There you have it - Char Cell - Yes - you definately can make fun games in CHAR CELL - there was and still are some site that have it still - something called ANSI art. Often labeled "A.C.I.D" LOL.. There was some amazing artwork created solely with the IBM character sets and 16 colors..

--Jason

HowDo
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Posted: 21st Feb 2009 20:56
most of the time when I pop in and look to see what going on, most of the challenges are to far above what I know to being to join in.

So I would say if you would like more members to join in bring it down a bit, or have it the veterans have to do it in shortest possible way and the newcomers can do it the long way.

well that my 2 cents.

cheers.

Dark Physics makes any hot drink go cold.
Monk
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Posted: 21st Feb 2009 21:03
Looks quite good Jason. Dunno if many other people could though, or whether thats just me...

Howdo, thats pretty much what im trying to do this time. Do you have any challenge ideas that youd like to do?

HowDo
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Posted: 21st Feb 2009 21:17
Monk now you've made me think all the ones I come up with are on the difficult side.

these two might be easy what do you think.

1. one or two line way of writing AWSD key input.
2. controlling lights and placement.

Dark Physics makes any hot drink go cold.
Monk
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Posted: 21st Feb 2009 23:16
Hmm... theyre definitely thought provoking,
There not really games though are they...
A text based challenge?

Coldfire
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Posted: 21st Feb 2009 23:27
that would be cool, and if you actually wanted to do a text based adventure, i see theres a lot of info in the forums

"They say beer will make me dumb / It are go good with pizza" - Psychostick
Azunaki
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Posted: 22nd Feb 2009 02:29
a 3D/2D performer would be kinda cool.
jason p sage
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Posted: 22nd Feb 2009 04:23
Quote: "1. one or two line way of writing AWSD key input.
"
The accepted acronym is WASD - They have gaming keybaords out that tout having special WASD keys... thats what they mean.

Text Based Games - choose your adventure type - are not rocket science programming wise - however you do need to code ok. I for one think that Choose Your adventure style ones are the kind of program where the hated GOTO might make sense.

Anyway - The cool thing with a text game challenge is that creativity becomes a HUGE player in that sort of game - story writing etc. These are the very first games I made.

--Jason

MickeyIII
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Posted: 22nd Feb 2009 06:31
I want to see some one on these challenges make at LEAST a 2D Fighting Game like mortal combat...only add some combos. AND........
I want to see how the character animations are done without a paint program. Or at least make a small, simple Paint Editor that will allow you do draw the head, two arms, upper body, lower body, and two legs. and each image is animated and rotated to simulate combos, and grabs even...If someone would set that as the next challenge, I would try to post something even if it's not finished, knowing that the ONLY two games I've finished was 2D Breakout...what I call ATOMIC BLOCKS, modified Darkenoid from the DBPRO Game Programming Second Edition, and Pong!

I'd love to advance a little more, with out complications.

I know I've made suggestions before and backed out, but ever since I got three books from Barnes & Noble, Beginning Direct X 10 Game Programming with C++, Shader X3, and Game Audio Programming for my Birthday on Feb. 6, 2009...I'm 19...YAAAAYYYY!!! I've been a little more motivated to work up one step at a time from 2D pong to an intermediate FPS game...Probabley one with a randomly generated 3D dungeon...Like the Huge Dungeons Tutorial.

Anyway, in short, I need all the help I can get starting here with a 2D, platform Fighting Game with Combos and Grabs so that I can learn how to better my self in art, which sucks for me at the moment, and learn animation techniques. This way, when I get to making that HUGE DUNGEON FPS GAME, I can animate a simplified character with running, running/aiming/shooting, throwing a grenade, plus I have Dark Physics, etc...Even though I have Dark AI, I don't like it, so I won't EVER use it.

If you don't like the Idea of a 2D Fighting game, I will post somewhere else with some of my own code, complete/incomplete or working/malfunctioning.

Thanks,

Mickey III
Monk
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Posted: 22nd Feb 2009 12:52
Mickey,
its an interesting idea but for many people, i think it would be difficult and they may give up, and i think im gonna make this challenge aimed at simpler games rewarding creativity not coding prowess...

If you post your code onto the dbpro forum im sure many people would be happy to help, and maybe if you get far enough, you could make a WIP and that would be cool.

Im thinking a text based game, adventure or mystery or whatever but ill post the deadline etc in a few hours or so...

Coldfire
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Posted: 22nd Feb 2009 14:18 Edited at: 22nd Feb 2009 15:02
if anyone wants to go the Rougelike route, theres tons of resources just by searching google... i liked this one in particular:http://roguebasin.roguelikedevelopment.org/index.php?title=Articles

that entire site is very useful for rougelikes

Edit:
btw, i noticed that the default font, as expected, was missing alot of the old ibm style ascii characters... while it doesnt seem too accurate, the oem font seems alot closer then the default.

This will change your font to the oem font(which id assume is different from computer to computer)

set text font "",255

might wanna play with the other sets too

"They say beer will make me dumb / It are go good with pizza" - Psychostick
Monk
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Posted: 22nd Feb 2009 14:57
Right,

Text based game

Any type of text based game, be it adventure, mystery, any thing as long as its text based.

Let your imagination run wild as the entries will be judged on creativity and storyline, though if any one produces good graphics, they may get bonuses...

Deadline = Sunday 8th March 00:00 server time.

Keep posting updates as you make the game, that way we can all help each other =)

Good luck!

jason p sage
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Posted: 22nd Feb 2009 15:11
ITs funny how this challenge evolved. The Text Shots I showed above weren't of a game but show the type of characters and colors that were at our disposal making Char-cell video games.

Now - Text adventures and the like - though text - and if even char cell - I wouldn't call a video game myself.

I do like the spirit of the challenge though - to get more people evolved - I think a Text Adventure is swell.

--Jason

Monk
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Posted: 22nd Feb 2009 15:18
Cheers, hope a few people enter.


MickeyIII
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Posted: 22nd Feb 2009 15:30
Thank you Monk. I think I will come up with some code and post it in my own thread in the DBPro forum...then, as you suggested, if it works out I can post as my FIRST WIP!

Thanks for continuing the challenge thread, as I learned a lot from the example code entries.

Thank you to all for being an inspiration to, not only to me, but to probably several newcomers and others who are like me and started out too big when they got their copy of DBPro and are now having trouble calming down and taking it step by step from the begging, SIMPLE GAMES/DEMOS, to their full potential. I never really took time to learn the fundamentals, PONG, or more specific,
SIMPLE, and I mean SIMPLE Collision, movement/timer-based movement, etc... and I am probably forgetting the MOST important part...GAME DESIGN!

I tend to go straight to coding, and never really take time with pencil and paper, and Microsoft Word for Story Boarding and Brainstorming, to actually make a layout of say, the general looks of a Map for a Tile Based RPG, or the layout of a level in an FPS game, or even things like a flow chart of the game loop, or a list of things to get done, things already finished, things that might/might not go into the game, and things that won't go into the game/not really work concept wise.

So again, thank you for not only posting code examples, but for explaining what goes on with it in general.

Thanks,

Mickey III
Monk
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Posted: 22nd Feb 2009 16:29
Mickey, you are not alone in taking shortcuts. Ive only made one proper game and ive never planned one. I prefer making them on the fly making stuff up as i go along. But i blame that on youth =)

jason p sage
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Posted: 22nd Feb 2009 22:43
Quote: "I prefer making them on the fly making stuff up as i go along. But i blame that on youth =)"


Interesting. I used to write things down - and never do. All my design is done with a text editor.

1: Think Up (plausible/doable) concept


2: Figure out various code bits I might need and the data structures to support the idea


3: Design the Data Structures - this can take awhile.

This is definately important because once you start writing tons of code - you should already have this pretty well figured out - not each line of code - but how things will work together in general.

4: Top Down Design Model e.g. : Init Program, Main Loop, Clean shutdown.

And work it from there like modeling clay. Now - if this seems a sparse way to do things - take into account I've written thousands of programs in my 27 years coding.

however even starting out - I spent more time doing various trial and error - and iterative learning approach - this works thins doesn't. Over time I built my mental inventory of how to go about getting various "needs" or "design architectures" working decently.

This definately helps - and there is no better teaching than doing

I have found that 100% complete on paper first design processes are good to see your concept's pieces and get a feeling of what to do. also no replacement for using paper to sketch out screen designs or game play "desired look/mechanics) ...
but...

Modular programming I think is the key - because as you know the "stuff" you are going to need, you can add each modular bit - and over time "glue them together"

good luck

--Jason

Coldfire
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Posted: 22nd Feb 2009 23:05
id agree 100 percent with Jason.

i have a tendency to reuse code myself, and while in the design phase, i try to stick away from real code and just write puesdocode(or use python for prototyping ). after im happy with it i then try implementing it in whichever language/engine im working with.

"They say beer will make me dumb / It are go good with pizza" - Psychostick
Siddy
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Posted: 23rd Feb 2009 12:10
@ acelepage, any idea why i cant run your bouncing balls code?
Using U7.2, this is the error:

Compilation Failed. Variable 'max' name is not valid at line 509.

Oh, and line 509 is simply "max=5".
HowDo
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Posted: 23rd Feb 2009 13:05
Siddy sound like you have the matrix1 plugin installed thats a key word so add a letter Tmax or Amax to all the max is the code.

Dark Physics makes any hot drink go cold.
Monk
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Posted: 23rd Feb 2009 18:28
Coldfire and jason,
I think the reason i havent done any planning for any of my games is that im still trying to get to grips with dbpro, (having only been using it for a couple of months) so i just wanna get hands on straight away...

However, since im thinking of starting a fairly big project, im gonna start planning my work, and ive found an empty notepad that suits the job perfect.. =)

jason p sage
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Posted: 24th Feb 2009 00:22
@Monk - Hey Brother - that makes total sense too.

In other threads, I've watched discusions morph into this: Whatever works for you

I myself, regardless of how much I just whip open a text editor when coming up with stuff, also find drawing pictures helps me understand math issues, plan screen and model designs I might go after and sometimes just to see a picture of the various "modules" I plan to code and how they might interact.

Sometimes I'll have a bunch of code written, break out the paper to help me solve something and sure enough I see the problem in a different light and then scrap the paper and get right back into code with a new found vigor!

So do what you're doing, have fun... and if time permits - Crank out some challenges!

--Jason

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