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DarkBASIC Professional Discussion / Community Projects

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Hobgoblin Lord
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Posted: 26th Mar 2007 23:24
Some advances on planet/sector generation. Now picks a planets class/size/techlevel/ and population. Still very basic, alot of tweaks to be put in and more factors to help make planets interesting.

I am going to start work on a texture generator to make an appropriate texture for each planet from it's factors on the fly.



Ric
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Posted: 27th Mar 2007 18:39
Looking good. Some of those planet names crack me up! Iakoozoo, Zok, Zothootix, ...! Only thing is, some have tech level 3 and population 0 ... seems a bit odd!

I'm going to make a start on the free flight and enemy ship AI, and see where I get.

A suggestion - how about keeping this no-media for as long as possible? It makes contributing to the code really easy - we could still accumulate graphics and models, but add them in later. Just a suggestion, based on the way I tend to work.

Hobgoblin Lord
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Posted: 27th Mar 2007 18:46
No media sounds fine for a bit Ric. The tech level thought was that there may not be a natural population but there is a space station that is harvesting something but without a permanent population (unless level 0). I can rethink that I suppose, I was thinking Tech level 0 means Not capable of space travel, or anything available there is harvested by a station that does not share its technology with the population/world.

Ric
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Posted: 27th Mar 2007 19:16
Ok - I'm easy with whatever.

No real additions here yet - just padded out the framework ready for adding in some flight code later:



Blobby 101
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Posted: 27th Mar 2007 19:25
to make ship movement smoother you can adapt this code i made to suit the game: HERE is the link to it's thread.


thanks to deathead for the sig!
Projects: alien abductor-5%
Hobgoblin Lord
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Posted: 28th Mar 2007 01:32 Edited at: 28th Mar 2007 07:21
Early prototype of subsector interface, still have to set up some checks to keep things from being ontop of one another and to properly represent each planets size.

EDIT made a few changes to calculate x/y position by orbit distance instead



EDIT Updated Code

Ric
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Posted: 28th Mar 2007 17:47
Added ships, ship controls and movement, camera controls and particle field courtesy of Cloggy. You can switch between cockpit mode and chasecam mode, and when in chasecam mode, you can zoom in and out. You can also set the camera to any of the other ships. All other ships just move in a straight line atm - no AI as yet.

I have temporarily set the sync rate to 60, so that we can all experience the same speeds until such time as I/we put some timer calculations in.

Sorry - I hadn't realised the code update I posted yesterday was broken ... this one should work! I haven't incorporated your solar system map into the main code HL - I'll leave you to do that.



Hobgoblin Lord
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Posted: 28th Mar 2007 17:58
looks good so far Ric, I have a ways to go with that function and the planet generation before I think about moving it into our game.

Ric
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Posted: 28th Mar 2007 18:06
No problem. Forgot to mention, I've added the three functions:

free_object()
free_image()
free_sprite()

for adding entities, so we can use variable names for all entities rather then getting lost with object numbers etc. I wonder if a post on the main board might entice some more people to join in on this one .....

TinTin
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Posted: 2nd Apr 2007 14:31
Hi Guy's
Just spotted this project and I'm interested in what's been happening.

I'm currently working on a terrain system at the moment using Rigid-Multifractals and Hetero-Terrain functions to proceduraly generate height maps, I'm sure I could addapt this to generate planet surface textures.
I'd suggest a modification to the Planet class to cover the following.
Parent Orbit, i.e which sun or satalite it orbits.
Orbit Time, i.e time taken to complete a full orbit
Orbit Axis, i.e for tilted orbits
Orbit Radius, i.e how far from axis
Day time, i.e time taken to complete full day night cycle

Some of the above could be used to implement factors on the populus of the planet...
depending on the orbit radius and day time dictates surface temperature and what type of manufacturig/dwellings are available.

The Day Time could be used to animate the surface textures etc..
also when settlements are on the dark side they should illuminate.


Cyberspace was becoming overcrowded and slummy so I decided to move. These nice chaps gave me a lift.
Hobgoblin Lord
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Posted: 2nd Apr 2007 16:40
Just what we need, the BORG in our fictional universe . SOunds like you might have a better method than I was working on for the textures. Basically I have been making numerous layer images that would be combined to make the texture depending on planet factors (I stink at planet style textures I have discovered ). Your method sounds like it would create more original textures which is good. As for what will be added to the types I am guessing we have alot of variables to address, however always best to flesh out what you have and make it solid before adding another 10 ingredients to the soup.

As for what I am working on for this at the moment (aside from the blah textures) is some code to generate random descriptions for the planets. taking it all from text files with keywords and lumping them together (rather like a large Mad-Lib)

TinTin
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Posted: 3rd Apr 2007 11:45
It may be a bit early but. I think it would make sense to start off in the correct direction. A good idea for this would be to map our own solarsystem as acurate as possible, surfaces, orbits etc.
the last time I looked there were aproximatly 75 (yup! Seventyfive) planets and moons in our system, data on this can easily be got on the Web.

Space is a big place, I'd suggest creating a jumpgate system to leap between systems/planets. while in transit you could unload and load data for the changing zone.

I have a few texture routines that generate random textures, I posted them a while back on a planet atmosphere thread, I have one that generates hullplate, usefull for spaceships.

Cyberspace was becoming overcrowded and slummy so I decided to move. These nice chaps gave me a lift.
TinTin
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Posted: 3rd Apr 2007 13:00
I've pasted a sample of the texture code bellow. I souldn't be hard to modify it for larger textures. The Planet surface looks best if you increase the V mapping to 3 copies and U to 1 around the equator.



Unfortunatly DBP doesn't support the fuctionality required for my procedural routines. Once I've finished them I'll post the (dll) this will have the following functions...(To Start With!)

RIGIDMF(X,Y)... Generate Terrain Heightmaps.
COROLIS(X,Y)... Generate Swirly Clouds. (Like Saturn)
CLOUD(X,Y)... Generate Puffy Clouds.

These will return values (0-255) per pixel, which can be used to look up a colour value from a table to create different surfaces.

Cyberspace was becoming overcrowded and slummy so I decided to move. These nice chaps gave me a lift.
TinTin
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Posted: 4th Apr 2007 17:54
Here is a site I came across on generating planets.

http://freespace.virgin.net/hugo.elias/models/m_landsp.htm

Cyberspace was becoming overcrowded and slummy so I decided to move. These nice chaps gave me a lift.
Hammaman
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Posted: 5th Apr 2007 14:16
Regarding the times table game, has anyone moved it across to WIP? I looked yesterday and couldn't find it easily. Not sure who has the latest code, is this you BatVink? Now I've got more time, I'd certainly like to see whether we can take this further on the WIP boards.

Also, I think the current Elite project sounds interesting and am willing to help on coding an element of the game - modelling and sound is not my thing . For example, is anyone working on a list of goods and their price on each planet? .. or is there something more urgent that needs to be done?
Ric
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Posted: 7th Apr 2007 11:16
The economy side of things sounds like a good thing to work on Hammaman - I don't think it's been touched yet.

I don't think the times table game has been moved to the wip board yet. I presume the latest code is in Batvink's most recent update above.

Hobgoblin Lord
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Posted: 12th Apr 2007 08:16
Well, time has passed on this one, guess there was little to no interest. I am begining to think this thread has died (at least in the way of contributions)

I guess it is time for a new project, hopefully we can get some more interest this time. I will mull over a few ideas, if anyone has any good ones toss them out.

Ric
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Posted: 12th Apr 2007 13:43
Yes - it's a shame because I thought this one had enough aspects to it, to provide something for everyone. Perhaps it was too ambitious. In fact, so far, I don't think any of the four or five projects started here have made it to completion yet.

I'd suggest the next one should be something that is easily achievable by just one or two people in a couple of weeks, but is expandable if more people join in. I'm thinking of a project where the main 'engine' can be built very easily - perhaps by just one person, but allows for lots of padding out.

Hammaman
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Posted: 12th Apr 2007 14:27
I also agree that it is a shame that this project has died . I have been working on the trading aspect of the project and was making good progress, but not enough to enable me to post something by now.

I guess this project will not make it to the WIP board as we didn't really get far enough. If I get time, I will see if I can take this forward myself.

In terms of future projects, are we being too optimistic to assume we can complete the project in a couple of weeks? e.g. should we extend it to cover a month? I also think a mention in the Newsletter every monthwould probably help our cause (something along the lines of "we have completed xxx game, and are now working on yyy game").

Finally, I like the idea of working from a 'shell' and developing a game from there. For example, TGC have a tutorial for creating a huge dungeon which could be used as a blank canvas for several types of games (e.g. puzzle where you collect objects, or simply a FPS game with AI monsters to kill before you can teleport out). These sorts of shells would also serve as a good starting point for newcomers.

Any thoughts?
Hobgoblin Lord
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Posted: 12th Apr 2007 23:42
Quote: "In terms of future projects, are we being too optimistic to assume we can complete the project in a couple of weeks? e.g. should we extend it to cover a month? I also think a mention in the Newsletter every monthwould probably help our cause (something along the lines of "we have completed xxx game, and are now working on yyy game")."


The problem with longer than 2 weeks as Ridii first laid out is that if there is no interest (as happened here and the last project) it just kills the thread.

The breakin game was pretty darn close to complete, in fact I have started the process of completing it as you can see in the WIP.

I am still thinking about what to do next, I want to make sure if I propose a project I will be able to complete (or near complete) it if no one else jumps in.

David Gervais
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Posted: 13th Apr 2007 00:26 Edited at: 13th Apr 2007 00:31
I have an abandoned project that I was hoping to get done but I have run into a road block,.. namely I get lost in the logic part of the game. if interested I could post an exe with media to see if you think it is worthy of the community project,.. it's be more like 2 weeks to finish the project than start from scratch, I'd make my source code available.

let me know what you think. it's a logic puzzle game, I had commercial aspirations for it, but it's beyond my skill.

Cheers!
Hobgoblin Lord
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Posted: 13th Apr 2007 00:27
Well Dave, lets here some more and see what you have. I have to say if you are involved in the project it tends to move forward a little more.

David Gervais
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Posted: 13th Apr 2007 00:38 Edited at: 13th Apr 2007 00:46
I edited the first post to add the zip with the media exe.

basically this shows the beginning of an intro (after the scrolling press any key) on the main screen use the mouse scroll wheel to change the selection to column or row. (in my design you then right click or left click to scroll the row left or right (up or down).

In this wip build clicking the mouse will reshuffle the tiles.

the object of the game is simple and complicated at the same time. the 'number values' are awarded simply by moving them off the edge of the grid. the different color/fruit are to be 'matched' sliding 2 of the same tile side by side awards you points. some tiles prevent the scrolling to the row/column. some tiles have special effects, if you slide an 'arrow' off the edge the entire grid scrolls left right up or down. etc etc etc.

Take a look and see if it has potential

Cheers!

Edit: A quick screenshot for those who don't want to download the zip on blind faith..



I'll add more info if interest is shown
Hobgoblin Lord
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Posted: 13th Apr 2007 05:25
I think this seems like a good project to do next. Could you go a little deeper into the mechanic you want. does sliding a tile off an edge turn a tile on the far side to a blank or a new random tile? What are the win/lose conditions? etc.

David Gervais
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Posted: 13th Apr 2007 12:24
ok, here's a quick outline of the mechanics/gameplay..

The object of the game: To make the highest score you can. So in this respect there are no /lose conditions. But with that said, there are an almost infinate ways to complete the board.

Mechanics: The Game board is manipulated by sliding the rows horizontally left or right, and sliding the columns vertically up or down. I tried to make the UI as simple as possible, use the mouse scroll wheel to change the direction of the slider, and I intend the left click to slide the row left or up, and right click to slide right or down. the row/column highlight is hidden when the sliding is activated and returned when the slide is complete.

Game Logic: Using the simple mechanics the player can score points in the following ways..

1) Slide 'point tiles' (valued 5,10,25,50 and 100) off the edge of the board/grid. (since all the tiles are actually sprites some sprite effects could be added for visual effect, for example the point tiles once pushed off the edge could shrink/rotate to give the illusion they fell off the board.)

2) Matching 2 tiles of the same color/fruit. (It's important to note that although random placement might have some tiles start side by side, the 'logic' only scans when a row/column is slid.) In the screenshot above you can see 2 'orange' tiles side by side on row 5, if the player slides the row left or right no 'new' match will be found. when a row is slid, the current row is compared first to the row above it for matches in the vertical column, then the row below for matches. if a match is found (for example, if you take the row with the side by side oranges and slide it left, the blank tile would fall off the left edge, a blank would be inserted on the right edge and no match will be found, but, slide that same row again to the right and you'll notice there are 2 grape tiles that now realign and match. (when a match is found I envision (the the column in this instance) split in 2 and sliding inwards to overlap the two matching grape tiles. (sort of collapsing in on it's self. the game would stuff a blank tile in the top edge and bottom edge in this instance)

3) Special Tiles: Some tiles are special and when 'matched' affect the score or the game board. a 2x tile for example will set the score counter to 2x (good to match these as soon as possible for highest possible score) there is a 'rainbow +/-' tile this will either remove a random color tile or insert (replace a blank tile) on the board. There is also a pair of 'crosshair' tiles, line these up vertically or horizontally and the entire row/column gets destroyed. There are also 'permanent' tiles that will prevent a row/column from being 'slidable' in effect 'lock' some row/column on the board. (this adds a slight element of strategy to the game)

because of the 'special' tiles and random generation of the board each game is different and if played by a different player would have different scores. (this led me to think it might be interesting to 'save the initial board info' and at the end of the game if the player has a new high score, he can have the option to save the board and send it to another player as a challenge.. "Ha, beat this score dude"..

Other notes,..

Using the mouse scroll wheel to change the row/column selection is nice, but in case a player does not have a mouse that has a scroll wheel, we might want to add a key press to do the same thing.

I planned on having different size starting grids for quicker and or more difficult games.

There would be the possibility to add a 2 player option, (players alternate manipulating the grid) But personally, I like the idea of saving the board and challenging another player to beat your score.

that's the basics, I'll post more info as needed. and so far Only Hobgoblin has voiced an interest in this being the next community project. I think more interest is needed. So post your comments and let us know what you think.

Cheers!
Hobgoblin Lord
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Posted: 13th Apr 2007 18:03
OK Dave I am willing to give this one a go. SO in theory all the blanks in the middle of the screen shot woul not happen in the actual game till pretty late. Let me think of a few routines here.

I have to know what those Nuke tiles do.

David Gervais
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Posted: 13th Apr 2007 20:10 Edited at: 13th Apr 2007 20:10
ok, I rar'd up my kassou Waku projects folder. (attached) it has the source code and all the graphics including some made in advance..

and as for the blanks, there are blanks from the start, it helps to spread out the tiles and reduce the chance of side by side pairs when the board is generated.

take a look and try not to cry..

Cheers!
David Gervais
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Posted: 13th Apr 2007 20:15 Edited at: 13th Apr 2007 20:16
I also tried miserably to use UDT's and then my brain imploded. here is that project folder rar'd up for your viewing pleasure...

Note, it will probably be best if there is a case/select for when a match is found and as a default we just make all matches give say 100 points. Later we can create functions for the 'special' actions as they get added.

Cheers!
Hobgoblin Lord
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Posted: 13th Apr 2007 22:16
Just dl it, I will take a look a little later at the moment I am about to go see the Doodlebops (remember to get asprin for way home)

Hobgoblin Lord
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Posted: 18th Apr 2007 18:48
OK sorry about so long have been really sick. Finally got a chance to play with this some, nothing major yet, but moved to a UDT and set up the routines to place and draw diffrent grid sizes. All blank right now, before I populate them I was wondering what kind of ratio there should be? Like 2 nukes every board or 5% nukes etc. I have some work to catch up on for school then I will get back to this.



David Gervais
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Posted: 19th Apr 2007 00:36 Edited at: 19th Apr 2007 00:37
hmmm, the way I see it is 50% pairs (the colored fruit tiles), 25% points (the 5,10,25,50 and 100 pt tiles), 10% specials (like nuke, crosshairs, arrows, 2x, 3x, rainbow, random event etc) and the remaining 15% blanks.

If we see we need more room for specials the %'s for specials could be made 15% and have the remaining 10% blanks.

I was lead to believe that getting the 'mechanics' finished lead to then working on logic. But I can see where there is a need to plan ahead.

Cheers!
Hobgoblin Lord
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Posted: 20th Apr 2007 23:50
Ok populating the board now, things are set up by percentages as above and set to pop in pairs so they can be matched up. The routine is also designed so that 2 like pieces will not start adjacent to one another. on the really small boards there are just not enough space to use all the specials (10% of the board is 8 squares) so some do not appear.



David Gervais
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Posted: 21st Apr 2007 03:31
Ok, I scanned through the code, I think I see how you're doing things. I have one silly question? as far as I can tell the row and or column should be highlighted, but I'm not seeing the highlight sprite when I run the code. the sprites are being loaded, the code to highlight_row and highlight_col are in place but no visual sprite on screen.

I know it's probably obvious, but I just can't see where the highlight is turned off.

otherwise, all seems good, Cheers!.
Hobgoblin Lord
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Posted: 21st Apr 2007 16:46 Edited at: 21st Apr 2007 17:01
it is off since I did not yet change the highlight colum/row to take the offset into account.

if you change
to
you will see the highlight. since it is default 0 the condition to change it to 1 or 2 are never met and it is not drawn.

EDIT:
Dave, do you think the mechanic of just sliding things off the board is a little to easy? How about we work with matching all tiles for something to happen? perhaps the player can slide a row or colum as far as they want (or one space), but if the move does not produce a match it is not legal?

David Gervais
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Posted: 22nd Apr 2007 04:24 Edited at: 22nd Apr 2007 04:26
Hi Hobgoblin,.. my intent was never to make the game hard, but rather give it an almost endless number of ways to finish the board. the challenge then becomes to make the highest score possible. sure someone can quickly clear the board, but would it get the best score?

Not just a matching game, a game where what you match and in which order can greatly influence the final score. With this in mind, if you think you got a great score, it would be nice to be able to take a 'snapshot' (save the data) of the board at the start and once you make it to the high score, you can then save it and send it to a friend as a challenge.

My main rule for all my game designs is Keep It Simple. A minute to learn a lifetime to master. It's the best formula I know for success. Sadly often forgotten with todays FPS, MMORPG's, Sports and other such games that favor complicated gameplay or to die for visuals. Eyecandy is nice, and mindless shooters have their place, but I think the brain can handle more 'Intel Inside' (bad pun) games .

we could have 'negative' score if a row /column is moved and no match is made or no points slid off the board.

I'm still not sure weather the 2x and 3x will be a multiplyer that stays in effect once matched or a one time deal where your current score is doubled or tripled. If it's a one time deal then making as many matches or points before using them is important, on the other hand if it stays in effect, matching the 2x or 3x early would have the most advantage. Perhaps one could be one time only and the other bonus over time.

Bottom line I do not want any illegal moves, making a bad move should be punishment enough.

I hope this gives more insight to my idea, cheers!
Hobgoblin Lord
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Posted: 22nd Apr 2007 09:51
Got it Dave,

Here is a code update, you can now slide the tiles with the LMB and RMB and the far side will fall off and be replaced on the near side with a blank.

Still to do for anyone interested

.points for tiles that fall off
.matching
.special effects
.sounds



David Gervais
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Posted: 22nd Apr 2007 13:52
Ok, the sliding looks great, only thing is L-click should slide Left, and R-click should slide right. (and for me is seems more natural if L-click slides up and R-click slides down.) So the reverse of what you have. I tried reversing the 'inc/dec' lines but that error'd out. I'll give the code a good scan and see if I can figure this out.

Btw you just proved I suck as a programmer, getting the rows/cols to slide totally stumped me. it's why I put the project on the back burner and virtually abandoned it.

Thanks so much for helping to get this closer to a working game.

Also to do..

.High Scores list
.save/load game board (if you make it to the high scores)

Cheers!

P.S. I might make some sounds for the sliding, and post some background midi loops.
Hobgoblin Lord
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Posted: 22nd Apr 2007 18:25
Glad to help.

Changing the directions is a little simpler than you might think. Just change the "if mouseclick" statements to the opposites so 1->2 and 2->1.

Im gonna do some more with this later tonight
HL

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Posted: 22nd Apr 2007 20:05 Edited at: 22nd Apr 2007 20:12
Ok, I changed the slide direction and added 2 sounds for the sliding (attached)



Cheers!

P.S. Is nobody else interested in joining this project? So far it's just been HL and I posting. :/
Ric
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Posted: 23rd Apr 2007 15:01
I'm following with interest - although have too many other things on the go at the moment to get into this one unfortunately. It's looking very nice, though.

I tend to like to finish old things before starting new things - a philosophy that doesn't work too well with the two week cycle we have on projects here! My hard drive/brain is getting ever more full with part completed projects.

Hobgoblin Lord
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Posted: 23rd Apr 2007 18:52
ok added in points for sliding off numbers and a penalty of -5 for sliding fuit off the board. Put in a placeholder "effect" for points gained/lost, not very pretty yet will have to work it out a little more.



David Gervais
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Posted: 24th Apr 2007 17:29 Edited at: 24th Apr 2007 18:07
For the effect of the piece dropping off the edge I had something like this in mind..



the problem being that it rotates around the top left of the sprite position, I tried using sprite offset spr#, 16,16 (to set the spin center to the middle of the sprite but it had no effect)

Can you see what needs to be done?

Cheers!

P.S. I added the spinout just before you delete the sprite after sliding the row/column

EDIT: I searched the forums and found a mention of using "offset sprite tsn,sprite width(tsn)/2,sprite height(tsn)/2 and when I tried it, it had no effect.

Urika!! I found out how to do it..

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Posted: 24th Apr 2007 18:26 Edited at: 24th Apr 2007 18:27
Updated code with the spinout and a new sound to go with it.. I adjusted the volume of the sounds, so attached is a new zip with the 3 sounds..

Hobgoblin Lord
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Posted: 24th Apr 2007 22:19
made it so that the perma tiles (assuming its the yellow/black striped ones) keep a row or colum from moving. added some placeholder sounds for when this happens and a different sound for when you move a piece off the board that loses you points. attached put the new sounds folder into the kassou Waku folder.



David Gervais
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Posted: 25th Apr 2007 03:17
lol, I had already made extra sounds.. attached is the 6 sounds I made,(no copyright issues here, just me my microphone and editing recordings of sounds I made) The sounds are not in a subfolder (imho it's not necessary)

Also, there was a bit of a difference in the 'placement' of the sounds in your code, I got the impression some sounds played at the same time. this sort of got things sounding weird.

here is my updated code with my sounds and the proper order. try it and let me know if you think it sounds better now.



Cheers!
Hobgoblin Lord
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Posted: 25th Apr 2007 03:38
Dave, didnt get a chance to go over what you have yet, here is an update. it now matches fruit tiles when you move. I set it to give 50 points for matching 2 tiles in the move but for each additional tile matched with a single move it doubles the score for the move, so if you could move and match 8 tiles at once it will give you 3200 (hard to do though I did get 1600 once). I will go over the new sounds and work that in



David Gervais
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Posted: 25th Apr 2007 04:36
Here is your new code with my sounds in the right place..



Cheers!

P.S. this is great progress, thanks again HL, we'll soon be in the finishing polish stage of the game.
Hobgoblin Lord
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Posted: 25th Apr 2007 21:28
I think so as well Dave. Here is an update, the arrows now shift the board correctly. At the moment they just move I have not attempted to implement any cool eye candy to shift the board as of yet. Dave, what exactly will the rainbow piece and nuke piece do?

HL



David Gervais
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Posted: 25th Apr 2007 22:56
the rainbow "+/-" piece will have a randon positive or negative effect as follows..

Positive effect: Will randomly place a new 'color/fruit' pair on the grid (replacing 2 blank spaces)

Negative effect: Will randomly delete a color pair from the grid. (replaced with blanks and no score given)

As for the nuke, I was thinking that possibly the surrounding tiles blow up (could be used to remove the 'row/column' locks (tiles with black/yellow construction stripes)

The crosshair tiles when aligned vertically or horizontally (side by side) the row or column they are side by side on is destroyed. (replaced with blanks.

If you have more questions feel free to shoot.

Cheers!
David Gervais
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Posted: 25th Apr 2007 23:00 Edited at: 25th Apr 2007 23:06
Error report..

I slid 2 arrows (same direction) side by side to make a match and poof, 90% of the board dissapeared. I then tried to slide a column and got a subscript out of range error

brb,.. gonna see if I can reproduce the error..

EDIT: Yup, same error, and only the tiles in the first row moved regardless of which row I clicked on.

NOTE: I never intended the arrows to be 'matched'.. they are an effect that takes place when they are moved off the edge of the board ( like the point tiles) and the effect was to move the entire board in the direction of the arrow. (The arrows are a bad thing to be avoided, they effectively remove an entire edge row of tiles.)

If you need a more detailed explination let me know. We can always dispense of the arrows,.. perhaps I could make a 'dice' tile and when it is paired up the board is shuffled? what do you think?

Cheers!

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