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Newcomers DBPro Corner / ASCII Game level

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Big Man
19
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Joined: 4th Feb 2005
Location: BEHIND YOU!!!! (but I live in England)
Posted: 3rd Jun 2006 18:39 Edited at: 3rd Jun 2006 20:40
hi

I am trying to create a fun game which involves a 3d grid of cubes that the player has to navigate across. I figured the best way to do this was to load the data from an ascii file to create my levels but I have no idea how to go about doing this. I want to be able to load my cube .x models into a certain formation using this method.

P.s I am using DBP

Could anybody please help.

BM

Our aim is to keep the loo's clean, your aim can help.
CuCuMBeR
21
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Joined: 11th Jan 2003
Location: Turkey
Posted: 3rd Jun 2006 21:28
Big Man
19
Years of Service
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Joined: 4th Feb 2005
Location: BEHIND YOU!!!! (but I live in England)
Posted: 3rd Jun 2006 21:39 Edited at: 3rd Jun 2006 21:43
hi cucumber thanks for the reply. This is really helpful thanks loads.

BM

Our aim is to keep the loo's clean, your aim can help.
CuCuMBeR
21
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Joined: 11th Jan 2003
Location: Turkey
Posted: 3rd Jun 2006 21:51 Edited at: 3rd Jun 2006 21:53
EDIT: oh you edited your post before i posted this.so you dont need this explanation anymore, but ill just keep it as is.
first check the data statements at the bottom:
there are 5 numbers in a data statement,and 5 data statements
that means 5 numbers in a row and 5 numbers in a column

Next check the first part of code:
z = 1 to 5 and x = 1 to 5
while z = 1, x = 1,2,3,4,5
while z = 2, x = 1,2,3,4,5 again and so on..
read objectexist, objectexist is just a variable i made up it can be anything.the point is it reads a data number to this variable every increase of x and z in the for next loop
you see there are 1 and 0 in the data, so we check if variable objectexist is bigger than 0 objectexist > 0.
if so we increase another variable called a, which is going to be our object number. and accordingly we create a cube with the size 10.
then we position the object with the x and z variables which increase in the for next loop
when a = 1, z = 1 and x = 1
when a = 2, z = 1 and x = 2
when a = 3, z = 1 and x = 3 until 5...etc
when a = 8, z = 2 and x = 3 and so on.
soo if we multiply x with 50 there will be 50 unit difference between the last x and next x if you understand.
Big Man
19
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Joined: 4th Feb 2005
Location: BEHIND YOU!!!! (but I live in England)
Posted: 3rd Jun 2006 22:07
Oh right I understand it fully now but I have just been playing around with the code and I have no idea how you would change the formation of the blocks for say a level change.

Any help will be greatly recieved

Cheers

BM

Our aim is to keep the loo's clean, your aim can help.
CuCuMBeR
21
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Joined: 11th Jan 2003
Location: Turkey
Posted: 4th Jun 2006 00:20
basic concept is this:
Big Man
19
Years of Service
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Joined: 4th Feb 2005
Location: BEHIND YOU!!!! (but I live in England)
Posted: 4th Jun 2006 00:25
Oh ok I was on the right lines with my code then.

Thanks

BM

Our aim is to keep the loo's clean, your aim can help.

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