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DarkBASIC Discussion / The DB Classic Programming Challenge Thread

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Libervurto
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Posted: 16th Jul 2007 00:22
@INH
Quote: "EDIT2: OBese87, I just listened to some of your music. It's so emotional!"

Thanks, I guess lol.

Quote: "Why not get the image of the benstalk :
then paste it at a position above the current stalk:"


I want it to gradually grow though. I think I made an error in making an image of the beanstalk, I think there's a better way of doing it, but I can't figure it out.

I am king of the noobs!
LBFN
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Posted: 16th Jul 2007 00:30 Edited at: 16th Jul 2007 00:34
All submissions look good! This is going to be tough to judge.
Some thoughts:

@ INH - Nice improvements.
Quote: "Woah! Whats the deal with the deadline? 7/20/07 = seventh day of the 20th month(???) of 2007! Waht is this fabled 20th month?"

In America we list dates this way; it refers to July 20, 2007.

@ Obese - very nice. I couldn't move Jack fast enough to catch the water drops. Cool splash when the drops hit the ground! After I got 5/5, it didn't seem to do anything. Maybe after collecting so much water, the stalk grows, when it gets above the screen, Jack climbs up it and the game is over. Maybe you could put in a small cloud that travels back and forth across the screen, when it changes color, it flashes some lightning to the ground (hopefully Jack won't be standing in the way). [EDIT] You could always grab a separate image of half (or any part) of the beanstalk and use it to grow it with.

@ Ninja999 - Cool game. I like the multi-shots. I could move the player off the screen at the bottom. When restarting, it went back to the text for the game and also left the sprites on screen. Maybe you could throw some clouds in for effect. The text is a little slow (yes, I figured out to press a key to print it more quickly).


LB
NinJA999
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Posted: 16th Jul 2007 00:58
@INH: where did you find Obese's music? I want to listen!

@LBFN - I've been trying, to no avail, to get them to get off the screen at the end! Any ideas? Also, I'm going to do more work on it, it's just that I started it when I got home at 11:00, then worked to 5:00 in the morning, at which time I slept till 10, then worked on it more before deciding to show you what I had.

What are people's thoughts on the bomb effect in my game?

Libervurto
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Posted: 16th Jul 2007 01:18 Edited at: 16th Jul 2007 01:20
@LB
I like your cloud and lightning ideas, thanks .
As for the 5/5 thing I haven't done that yet but when the bucket is full you'll be able to empty it on the beanstalk and it'll grow slightly.

I don't think this is what you meant, but I've added a cloud, only problem is you can easily follow it



My code is getting untidy
I think I'm gonna have to re-write some of it cos I don't think I can take this much further the way it is

I am king of the noobs!
LBFN
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Posted: 16th Jul 2007 01:43
Obese

The cloud is pretty cool. It makes it a little easy to follow. Could you put in 3 -4 clouds and randomly have a raindrop come from one of them? I think if you put in the lightning strike, you should somehow change the cloud a little bit (maybe have it turn lighter or something). I see two ways you could do this, 1) you could have a strike directly from the cloud to the ground or 2) have a sprite, say 60 pixels long or so, that looks like a lightning bolt traveling down to the ground. The cloud definitely adds to the game.
Pixelator
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Posted: 16th Jul 2007 04:01
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

My computer crashed and i lost all of my entry-to-be!!!!!!!!!!!


LBFN, can you please extend the deadline????????


The problem with the gaming community is people think that the resolution of a game defines how good it is. I am not afraid to make a game where the main character is 50x50.
LBFN
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Posted: 16th Jul 2007 04:10
@ Pixelator

Bummer dude. I hate when that happens! It is possible for me to extend the deadline 24 hours. Before I do that, would an additional 24 hours enable you to finish your entry? If not, then there is no point in extending it. Please let me know as soon as you can.

LB
LBFN
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Posted: 16th Jul 2007 04:34
@ Ninja999
Quote: "@LBFN - I've been trying, to no avail, to get them to get off the screen at the end! Any ideas?"


You cannot rely on DBC's hide all sprites because it doesn't work always (obviously). What I do is track all of my sprites with arrays, like you did with maxshots. I typically use the third array location as a "status" of the sprite; when I delete it during the game, I zero this out. When it is active the third location is positive. When I get to the place of restarting, I look at all of the arrays to see what is left on the screen and delete the ones that my arrays show are still there. It works for me.

I would not go back to the intro screen from game over. I suppose at game over you could give the player the option to press a certain key to go back to the intro screen, but the player has already been there and likely just wants another shot at blasting the baddies.

Can I say anything that would be effective in encouraging you to code your games so that you don't have any gotos?

LB
NinJA999
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Posted: 16th Jul 2007 05:02
@LBFN - Haha, I try not to use too many gotos. It's just that they were the quickest way. I'll see if I can fix that. Do you have a way that would make it easier?

@Pixelator - that stinks, hopefully you can finish it within an extended time limit.

@Obese - I like the cloud! The only thing is that it seems that for each drop I catch I get two or three drops in the bucket! Strange...

LBFN
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Posted: 16th Jul 2007 05:35
@ Ninja999

Your main loop should mainly contain gosubs to smaller subroutines that handle the gameplay. When the game is over, I typically will gosub to a subroutine to handle all of the associated tasks. If the player wants to play again, you have to restore the game back to it's pre-main loop state. It will take a little effort to get everything right, but it's worth it because you will be able to follow your code more easily. Basically, the only time you will exit your main loop is when the player is actually quitting the game. You then reset the display mode, turn on the mouse and end it.

I think that once you get used to programming this way, you will find it easier and easier as you go. You won't regret learning this.

LB
Libervurto
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Posted: 16th Jul 2007 16:16 Edited at: 16th Jul 2007 16:19
@Ninja
Thanks for pointing that out. That's the sort of error I was afraid of. I've now re-written the rain gosub to include four clouds.
It's seriously difficult though
But this is another good example of why you should use gosubs. I had to remove a large chunk of my code, but because I'd used a gosub I could easily find the fault and everything I needed to alter was contained within that gosub (apart from displaying the new clouds).



I am king of the noobs!
NinJA999
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Posted: 16th Jul 2007 16:39
Yea, as I say, I have been reworking my code into gosubs (writing code at midnight doesn't lend itself to neat, tidy gosub-y coce!) but I wanted to know how you would "restore the game back to it's pre-main loop state" without a goto. I can understand how you might have a gosub that resets all of the variables and stuff, but how do you have different menus and intros in one loop?

LBFN
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Posted: 16th Jul 2007 17:01
@ NinJA999

Decide which variables, arrays, etc. are going to need to be reset when the game is in restart. You then place all of these items into a single subroutine (which calls other subroutines). You call the subroutine from the main loop.

I did this very thing in the Speed Racer program I wrote. To give you an example, This is the subroutine that my main loop called to set things in order for a restart:



Hope this helps.

LB
Insert Name Here
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Posted: 16th Jul 2007 18:13 Edited at: 16th Jul 2007 18:17
@Ninja999- OBese87's music is in the Dark Dragons music packs thread somewhere... Here! http://forum.thegamecreators.com/?m=forum_view&t=109401&b=10
@OBese87- I like the new cloud thing. I still think the pixelated effect is cool too. Reminds me of the old Commander Keen games... Apogee...
EDIT: Does anyone mind if I put my game on my website?

I never tell the truth.
That ain't a paradox.
I always tell lies is though.
Libervurto
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Posted: 16th Jul 2007 19:52
@INH
Quote: "EDIT: Does anyone mind if I put my game on my website?"

That's what Phaelax did isn't it. If you put all the entries on that would be sweet

Quote: "@OBese87- I like the new cloud thing. I still think the pixelated effect is cool too. Reminds me of the old Commander Keen games... Apogee..."

Thanks, I wanted to use as few graphics commands as I could (real old school!)
Did they have commands like LINE and BOX in old languages?

I am king of the noobs!
Insert Name Here
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Posted: 16th Jul 2007 21:39
I dn't think so... But I have no idea.

I never tell the truth.
That ain't a paradox.
I always tell lies is though.
Pixelator
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Posted: 16th Jul 2007 22:19 Edited at: 16th Jul 2007 22:31
@LBFN

24 hrs would help alot. In the middle of the night i remembered i had saved it!!! but it is still probably set back a bunch from what i had done

{edit} nvm. i looked and i looked and it it was just a dream. no need to postpone the deadline, i am going to work on my skills.



The problem with the gaming community is people think that the resolution of a game defines how good it is. I am not afraid to make a game where the main character is 50x50.
NinJA999
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Posted: 16th Jul 2007 22:37 Edited at: 16th Jul 2007 22:38
@INH: Do you mean like phaelax's? If you want to do the site that's ok. Or do you mean putting it on, like in your "games" section? I should think that would be ok too.

Insert Name Here
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Posted: 16th Jul 2007 22:59
I mean putting the game I programmed on my website that sells games.

I never tell the truth.
That ain't a paradox.
I always tell lies is though.
NinJA999
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Posted: 17th Jul 2007 05:28
I'm sure that would be OK, as you created it!

NinJA999
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Posted: 17th Jul 2007 05:59 Edited at: 17th Jul 2007 06:29
Ok, I've got an updated game:
now with gosubs
fixed a bug - if you didn't collect a powerup, none would show up after that!
added different ending texts for different numbers killed
[EDIT]
all sprites disappear when game ends!
mouse is hidden



[/EDIT]
Might add some scenery (read: clouds) later...

PS try uncommenting the v1 of the guy to see my first rendering of him!

LBFN
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Posted: 17th Jul 2007 07:00
@ NinJA999

No gotos = Yay! However, if you look you still have "goto handleshot" (I think you meant to gosub there.)

The player's shots still remained on restart, but everything else went away.

Your program is looking much more structured now. Nice improvements.

LB
NinJA999
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Posted: 17th Jul 2007 07:33 Edited at: 17th Jul 2007 08:32
Yea, here's a version without goto handleshot (forgot to take that out, used an exit command instead)
but I still can't figure out why it tells me a sprite doesn't exist when it does (that's why it's not deleting the shots--i used some print statements to see what it thought exists)

anyway,

[EDIT] I added clouds and changed some inefficient stuff.


LBFN
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Posted: 17th Jul 2007 16:43
@ NinJA999

I briefly looked at it and from what I can tell, it does not appear that you are deleting the player's shots at reset. Unless I missed it, you should look at all of the player's shots to see if their status =1. If so, then delete the sprite associated with it.

Also, to make it more efficient, you should store the screen width and height in variables, and then use the variables instead of having the code look these up each time.

LB
Insert Name Here
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Posted: 17th Jul 2007 18:20
@Ninja999- Use this in your movement gosub and the player can no longer move off the screen. It's dumb, I know.


I never tell the truth.
That ain't a paradox.
I always tell lies is though.
Libervurto
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Posted: 17th Jul 2007 18:55
Quote: "if p_y>480 then p_y=-40
if p_y<-40 then p_y=480"

Huh? I think you meant
Quote: "if p_y>480 then p_y=480 etc"


however this will make the character "jump" at the edge of the screen.
a better way to do it is

Quote: "
if p_y + p_move <= 480 then inc p_y,p_move
"


I am king of the noobs!
NinJA999
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Posted: 17th Jul 2007 21:39 Edited at: 17th Jul 2007 21:52
I think that INH was making him wrap around the screen, but I changed it so that he won't go offscreen. I also added a scrolling bg (yay for an hsv conversion function).

[EDIT] I fixed the problem with deleting sprites and also added a "LOADING..." message (because now that I have so much being made, it takes a little while)



Insert Name Here
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Posted: 17th Jul 2007 21:54 Edited at: 17th Jul 2007 23:29
Ok, now I'm a bit confused. Surely from that perspective we should only see the top of Mr. Jiba's head? Cool clouds though.
EDIT: I got bored, so I gave my game a HUD and weights, as well as gosubs and an improved help.


I never tell the truth.
That ain't a paradox.
I always tell lies is though.
LBFN
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Posted: 18th Jul 2007 01:50
@ NinJA999

I like the clouds, but the backdrop looked better before. If it were me, I probably would move the clouds a little slower than everything else. No gotos in sight! Nice job converting this; I hope this has helped you to see the importance of organization and structure in game-making.


@ INH

Coming along very nice! The player moves quickly, yet smoothly, much improvement has been shown! Sometimes two objects are placed right over each other, making it difficult if you have gold next to a 10 ton weight. Unless I missed it, maybe it would be helpful to know where you need to get to on the HUD to succeed.

Good job, guys (including Obese, too)! This is REALLY going to be tough to judge. I may have to borrow a coin from TDK.

LB
Phaelax
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Posted: 18th Jul 2007 02:03
So I've updated the site up to today's date. At first, I thought my site was screwing up the submission of code, then I realized its running properly and it's the programmers who aren't indenting their code like good little coders should!

I started a new job on June 4th and that's why I haven't been in the challenges as of lately. Our bank is in the process of its largest merger ever with another bank, and my team is the first line of defense when something goes wrong. Like 2 weeks ago when half of the midwest banking branches went down, that was not a fun friday!

I did give Sinani201 permission to create his own challenge website. I will not, however, hand over the code to the website. Not that it's any special secret code, but I imagined he wanted to create a new site as sort of a project to learn from. But if he has questions abou creating his own, I'll help answer those questions.

If Sinani201 or someone else is interested in helping me keep up to date on my current site, below is a pic of the submission forms I've created for updating the database (so you can see how simple it would be for anyone to maintain).


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NinJA999
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Posted: 18th Jul 2007 06:27
So Phaelax, does this mean you will keep your site updated?

PS I also contacted you, but it looks as if you didn't get my message

Phaelax
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Posted: 18th Jul 2007 07:18
If you tried sending IMs over AIM, then I probably didn't get them. Apparently, it screwed up and ppl couldn't send me anything. I didn't know until somebody called me and said something.

Yea, I'll try to keep the page updated about once a week, or whenever the challenges end. Here's a new design I was working on cause I think some people don't like the minimalistic version.
http://zimnox.com/dbcc2

Pretty much just designed a new header, the remaining pages were just copied over. Great thing about modular designing, I don't have to touch any of the other pages, just update a css file.


NinJA999
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Posted: 18th Jul 2007 07:55
Oh, that's why. Well, as long as the site will be updated, it's fine.

That design is nice! That's the best thing about CSS. On the Users page, the user names are hard to read, but I'm guessing that's just because your design isn't finished yet.

TDK
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Posted: 18th Jul 2007 18:06
Quote: "At first, I thought my site was screwing up the submission of code, then I realized its running properly and it's the programmers who aren't indenting their code like good little coders should!"


For anyone who hasn't heard of it, you can get DBA Tidy from here:

DBA Tidy

(V1.3 for DBC can be downloaded from there and V1.4 which is also DBPro compatible can be downloaded from TGPF).

Once you have finished your program, simply run DBA Tidy and load your DBA file. Click on the Tidy button to correctly indent everything. It's also useful for showing where nested loop errors are.

To save Phaelax the hassle, everyone should make sure their code is correctly indented before submitting it.

TDK_Man

NinJA999
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Posted: 18th Jul 2007 18:24
Hmm, maybe it's just me, but because I have labels at the end for the data statements, but no "return", it keeps indenting them! Should I put returns?

Libervurto
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Posted: 18th Jul 2007 18:24
@Phaelax
I like the new design with the impossible triangle
I agree with ninja about the text on many pages, apart from that this is a fantastic resource!

I am king of the noobs!
TDK
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Posted: 18th Jul 2007 18:29
NinJA999:

Quote: "Should I put returns?"


No - read the instructions about labels in the thread you downloaded it from.

DB uses exactly the same format for labels as for the start of procedures and DBA Tidy has no way of knowing which is which. Just REMark them as explained.

TDK_Man

NinJA999
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Posted: 18th Jul 2007 18:35 Edited at: 18th Jul 2007 18:37
Ah, I see. I had gone directly to TGPF, and didn't see the instructions in the other one.

But, DBC doesn't compile that, so I should just put it in to tidy up and then take it out?

Libervurto
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Posted: 18th Jul 2007 20:00 Edited at: 18th Jul 2007 21:09
here is my updated code, you can now see when jacks bucket is full so there's no need for the text you can dump the water on the beanstalk by pressing space when in front of it.
I don't really know how to get the beanstalk to grow but my idea is to make one image of the fully grow beanstalk and then show more and more as it grows. Could someone help with how to do this please.



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TDK
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Posted: 18th Jul 2007 20:32 Edited at: 18th Jul 2007 21:05
Quote: "But, DBC doesn't compile that, so I should just put it in to tidy up and then take it out?"


You shouldn't need to.

I've not come across any example of code that DBA Tidy has tidied that DBC won't compile. If you are talking about the last code you posted above, I'll test it out...

[Edit] Just checked and your code won't compile anyway - you have a Select with no EndSelect at the end.

Also, you can't have:

if killed=1 then str$="But not before you killed 1 creature!"

Str$() is a function and you can't use it as a string variable name.

But, I've noticed a bug in DBA Tidy anyway - one of your variable names was being incorrectly identified by DBA as a point to start indenting. Working on fixing that now...

TDK_Man

TDK
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Posted: 18th Jul 2007 21:19
OK - fixed the variable problem. V1.5 available to download from TGPF.

As for the labels, I'm not sure what's going on, but you are correct - DBC now refuses to run when you put Rems on the end of a label line. It certainly never used to do that before!

So, until I get to the bottom of it, add Rem at the end of all the label lines, use DBA Tidy on the code, then remove the Rems before running.

Once it's indented correctly, it should be quite easy to stick to the same indentation so you shouldn't need DBA Tidy again...

TDK_Man

Libervurto
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Posted: 18th Jul 2007 21:19 Edited at: 18th Jul 2007 21:30
Everything in my game is 4x larger than normal. Is there a way to scale bitmaps or images? (I'm not just using sprites so SCALE SPRITE is not good )

I've added the beanstalk growing! its kinda crude and i think im mixing up my sprite numbers somewhere cos one of the clouds keeps flashing
When the bucket is full you can't catch any more rain until you go in front of the stalk and water it with SPACE.



Enjoy

I am king of the noobs!
TDK
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Posted: 18th Jul 2007 21:22 Edited at: 18th Jul 2007 21:24
Quote: "I don't really know how to get the beanstalk to grow but my idea is to make one image of the fully grow beanstalk and then show more and more as it grows. Could someone help with how to do this please."


Make the beanstalk from one or two sprite images that are repeated over and over. Just repeat them and paste them on the screen as required.

[Edit] No scale image. Create a sprite from the image, scale it and re-grab the image - all on a hidden screen.

TDK_Man

NinJA999
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Posted: 18th Jul 2007 21:31 Edited at: 18th Jul 2007 21:35
thanks about that select, totally missed it!

you're right about the str$ - I spaced out there.

Libervurto
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Posted: 18th Jul 2007 21:31
've added the beanstalk growing! its kinda crude and i think im mixing up my sprite numbers somewhere cos one of the clouds keeps flashing
When the bucket is full you can't catch any more rain until you go in front of the stalk and water it with SPACE.




Enjoy

I am king of the noobs!
NinJA999
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Posted: 18th Jul 2007 21:41
Well, here's a tidier version (courtesy DBA Tidy) and it has a spelling mistake fixed (just noticed)



@Obese - Coming along GREAT!! I love it!

Libervurto
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Posted: 18th Jul 2007 22:02 Edited at: 18th Jul 2007 22:08
@ NINJA
I like the improvements, and the code is much neater
The ground texture makes it look much better. (I need to do something like that)
I don't understand why there would be clouds as he is walking on the planet?
Plus, I think you are using the wrong boundaries for your sprite positioning, the guy goes right up till just his shoes are visible and right down till just his hat, and the same thing with the aliens (although they dont have shoes or hats ).

Thanks for your compliments, its starting to come together, but also getting a bit jumbled
I think more re-writing is in order

PS I still can find any way to scale up my images is it possible?

I am king of the noobs!
NinJA999
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Posted: 18th Jul 2007 22:11 Edited at: 18th Jul 2007 22:11
Well, there might be clouds on the planet...? I don't know, it adds interest maybe?

Well, I want the guy to be able to shoot at the very top (eg if it stops when his head is at the top there's no way for him to shoot higher than his gun's level) but I'll see if I can fine tune them.

Did you try what TDK said?

Quote: "Create a sprite from the image, scale it and re-grab the image - all on a hidden screen."


Libervurto
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Posted: 18th Jul 2007 23:01 Edited at: 18th Jul 2007 23:58
@Ninja

Thanks for pointing out TDK's thing i missed that, no i just made more sprites.
And thanks TDK, that would require changing quite a bit of my code (which i think i need to anyway) so if i have time ill do that

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Insert Name Here
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Posted: 19th Jul 2007 13:53
@OBese87- It's not that crude. It's not less than what I expected. It's kind of addictive, actually.

I never tell the truth.
That ain't a paradox.
I always tell lies is though.

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