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DarkBASIC Discussion / The DB Classic Programming Challenge Thread

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LBFN
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Posted: 11th Apr 2008 00:41
With the timeframe, I just hardcoded my maze, but a random one would be much better. Perhaps when I get everything else working okay, I'll look into randomly generating a maze.

I guess a lot of people have gotten DBP and just don't want to spend time using DBC anymore. Even though I have both, I still like making games with DBC. I think many fellow coders are aware of this thread, but they have other interests.

LBFN
Stig Design Stig Magne
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Posted: 11th Apr 2008 21:28
i Alsoe have DBC and DBpro Butt i youse moast DBC Because it is mutch bether interface.
i havent had time to try this challenge maby i try or try on the next challenge. ceep on have this chaalleng active it`s funn to have

Stig Design (Free Games,Sources,Textures,Photo`s)
Lisence Free at http://StigDesign.piczo.com
LBFN
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Posted: 15th Apr 2008 01:39
Okay, here is what I have so far. The maze is hard-coded, but the start point is randomly generated. Use the left mouse button to move forward and the right mouse to move back. No record times are kept yet, but it does track how long it takes you to reach the goal. No enemies yet either.


LBFN
Link102
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Posted: 16th Apr 2008 20:44
can they be precoded mazes too, or do they have to be generated?

LBFN
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Posted: 17th Apr 2008 00:31
Mine is "precoded" so far. I don't see anything in the challenge mandating one way or the other. It's up to Tone3e, but if it were me, I would give more credit to someone that came up with a random maze. We only have until tomorrow to submit it.

LBFN
Tone3e
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Posted: 18th Apr 2008 03:03
Well there were no specifications on that so I ust left it up to each person to decide how they would do it. So far the only entry is LBFN and its wuite good too. Today is the last day so get to coding if there is going to be any other entries. Come on you had two weeks people.

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NanoGamez guy
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Posted: 18th Apr 2008 19:11
Hi!

I havent had much to do recently in DBC so I have decided to come back and take part in this thread. I'm gonna be entering into the next challenge.


What are the chemical formulae of:
Sodium Nitrate, Gallium, Manganese and Einsteinium
Sinani201
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Posted: 18th Apr 2008 19:51 Edited at: 19th Apr 2008 05:11
Yay! I haven't seen you in a while...


Kirby is in my avatar because he rules. Live with it!
Latch
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Posted: 18th Apr 2008 20:49 Edited at: 18th Apr 2008 21:04
@Tone3e

Seems interest is trickling in, but right now it seems LBFN is the only actual entry. How about extending the deadline until next Saturday or so? That is if it's ok the LBFN.

@Stig Design Stig Magne
Quote: " havent had time to try this challenge maby i try or try on the next challenge"

Any chance you could enter this one if it was extended?

@Sinani201
Quote: "Ok then, I'll get started."

Maybe you could finish if there is more time.

@OBese87
Quote: "I've been trying to come up with a way to randomly generate a maze
but it's hard "

Doesn't have to be a randomly generated one. With that in mind maybe you can come up with something.

@Link102
It seems like you've done many maze/matrix type things. Any ideas for this challenge?

Enjoy your day.
LBFN
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Posted: 19th Apr 2008 01:15
Quote: "Seems interest is trickling in, but right now it seems LBFN is the only actual entry. How about extending the deadline until next Saturday or so? That is if it's ok the LBFN."


I say hey, bring it on!! This is a competition after all and I was really hoping for others to get in on it. The idea is to learn and share coding methods with one another so that we can improve our skills and have fun in the process. BTW, how about you, Latch? You always have awesome stuff.

So Tone3e, can you 'officially' extend the deadline once again to next Saturday the 26th? Who knows, maybe I'll have time to throw in some enemies to thwart the player's progress in my entry.

LBFN
Libervurto
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Posted: 19th Apr 2008 01:34
I'm sad to say I probably wont be entering as it's such a pain to type with a PS controller.
If I can come up with something pseudo i will type it up and test at my dads house (i have db there)
i've decided to buy a laptop so hopefully it wont be too long til i'm active again

Latch
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Posted: 19th Apr 2008 01:41 Edited at: 19th Apr 2008 01:44
@Obsese87
Can you plug a USB keyboard into a PS - not that you want to incur additional expenses and what not

@LBFN
Quote: "BTW, how about you, Latch?"

I may steal your entry and try to modify it! Ha!

Enjoy your day.
Libervurto
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Posted: 19th Apr 2008 04:08
@Latch
I could but I can't seem to find one (my town is not the most tech advanced)
spose i could order one online
it'd see me through til laptop time

It is far better to complete a 10 line program than to start a 10,000 line program.
Tone3e
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Posted: 19th Apr 2008 04:30
ok, if there is really gonna be more entries then I dont see the harm in extending the deadline once again. Sorry I dint post earlier. So Saturday the 26 is the FINAL deadline. If there is no entries then LBFN will win automatically. Even if the entry is not all finished you can submit and once again it does not have to be randomnly generated.

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TDK
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Posted: 19th Apr 2008 10:34
I'll give it a go too.

Sorry I've not been around lately - I've had the launch of a commercial project and well, you know the way everything is always 'last minute'.

Ended up doing more work in the last couple of weeks than the whole of the previous six months!

Anyway - I've had an idea for randomly generating a maze, so I'm going to work on that this weekend.

TDK_Man

Libervurto
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Posted: 19th Apr 2008 15:51 Edited at: 19th Apr 2008 15:54
@TDK
could you give me a few pointers
I can't get my head round how to create a full maze yet having only one path to the goal.
my goal will always be at the centre of the maze, like classical mazes.

I'm only interested in doing a procedural maze because it will teach me a lot (pathfinding etc.)

It is far better to complete a 10 line program than to start a 10,000 line program.
NanoGamez guy
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Posted: 19th Apr 2008 19:29
I think I'll give this one a go, seeing as the dealine's been changed...

@Sinani:
Hey thanks! Nice to see you too!


What are the chemical formulae of:
Sodium Nitrate, Gallium, Manganese and Einsteinium
Latch
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Posted: 19th Apr 2008 22:18
For solving a maze, check out what Alien 001 put together. It's really very clever:

Path Finder

Enjoy your day.
LBFN
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Posted: 20th Apr 2008 07:01
There are some unhappy round yellow guys hanging around the maze that are ticked off that you are there.



I've put everything in a snippet this time so no one has to download it.



I would advise you to look all around you as soon as the game starts. The game is not time-based anymore, but the challenge is simply to make it to the goal. In addition to the enemies, the start and end points are random.

LBFN
NanoGamez guy
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Posted: 20th Apr 2008 15:03 Edited at: 20th Apr 2008 16:44
Here's my entry:



It's a randomly generated cave maze like the one in the 'caverun' program included with darkbasic. You use the arrow keys to move. The 'radar' (the bliping circle at the bottom left) tells you how close you are to the finish. I used textures that I made in the texture challenge!

If anyone finds any bugs please tell me.

[EDIT] Oh yeah, if anyone finds this really hard they can enable the pointer arrow which points towards the goal. Do this by getting rid of the
'hide object 1'
line in the 'Make Arrow' label.


What are the chemical formulae of:
Sodium Nitrate, Gallium, Manganese and Einsteinium
LBFN
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Posted: 20th Apr 2008 15:45
Looks cool

The directional arrow and proximity indicator are good ideas. The proximity indicator didn't help me much, though, as I was over 15 minutes trying to find the goal. Everything worked good. Nice job.

LBFN
NanoGamez guy
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Posted: 20th Apr 2008 16:42
@LBFN

Thanks! I just tried yours, those smiley faces are scary! I like it because it's quite adrenaline filled and it makes you want to play it again. A random level generator would good because then I would play it over and over for ever!


What are the chemical formulae of:
Sodium Nitrate, Gallium, Manganese and Einsteinium
LBFN
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Posted: 20th Apr 2008 20:11
Thanks

My wife heard me yell "Whoa!!" more than once when a frowny was waiting for me just around the corner unexpectedly.

I'll have to work on the random maze generator. Also, your directional arrow has given me an idea about putting in one myself.

Your maze seems a lot bigger than what it actually is. I tried the 'turn right everytime' approach, but ended up lost.

LB
Latch
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Posted: 20th Apr 2008 22:11
@LBFN
That's great! I couldn't help laughing as frowny after frowny thwarted my plans for escape!

@Nano
Wow, that really looks good. The proximity detector is a nice touch.

Enjoy your day.
Tone3e
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Posted: 20th Apr 2008 23:19
Looking great guys.
@LBFN I think those guys look awesome. Reminds me of pacman and super mario at the same time. I think that could even make an actual full game.
@Nano looking great. I like the underground feel too it. I think it goes a little slow. I think adding some a.i. enemies and maybe make it look a little different in some places. or something cuz I got lost too. Thats the point too right. Maybe adding a sort of marker so you can lay it don as you go and if you see the markers again you know you have been throught there. That seems ealistic righ? just some suggestions.


Im glad there is another entry and hopefully there will be more. Cant wait too see what you guys can come upu with.
Maybe implementing secret passages or something could also be worth looking into. Like you go into a door and then you come out somewhere else.

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NanoGamez guy
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Posted: 21st Apr 2008 18:45
@Latch
Thanks!

@Tone
I have actually just included enemies into it, but that marker idea sounds good though...


What are the chemical formulae of:
Sodium Nitrate, Gallium, Manganese and Einsteinium
NanoGamez guy
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Posted: 22nd Apr 2008 19:15 Edited at: 23rd Apr 2008 18:45
Here's my latest entry:



Modifications:
Enemies
Map of area close to player - showing enemies, markers and the goal. But not walls.
You can now place markers to help you find your way around! [EDIT] Oh yeah, press space to place a marker, you can only place a marker on flat terrain.
(fps counter)

I included the fps counter because Tone3e said it went a little slow. It runs at 39 with me. Please tell me how fast it goes with you.


What are the chemical formulae of:
Sodium Nitrate, Gallium, Manganese and Einsteinium
LBFN
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Posted: 23rd Apr 2008 00:50 Edited at: 23rd Apr 2008 01:15
It runs at around 26 FPS on my reasonably fast computer. The radar is a good idea and looks great. The third time I played, no enemies were seen for probably a couple of minutes, then two showed up and once they went off screen no more appeared. It looked like the enemies went through walls.

Nice upgrade, but it did lag a little.

LBFN

[EDIT - just noticed this and had to lol:
Quote: "goto Ihategotos"
]
jason p sage
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Posted: 23rd Apr 2008 01:04
Hi Guys.. I don't frequently post here - but I am reading my email alerts all the time.

I saw your post LBFN and was remembering my first DBPro attempt at a radar. The whole BLACK Box with dot's in it simply wasn't all that fast. (Major LAG)

I haven't found a solution - nor do I remember the DBClassic limitations - what coammnds are and are not available, but if I had to do it again, I would try to manipulate the actual dots in the image directly if possible. And show a sprite versus trying to "Draw" the radar each loop. At a Minimum, if your stuck to bitmpap commands, you might be able to draw the radar every few cycles, to limit the overall LAG impact. The Sprite idea would allow that image to stay on screen for multiple loops without much draw on system speed.

Just a thought.

Zombie 20
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Posted: 23rd Apr 2008 01:43
When you guys say you 'hardcoded' it, its typing it all in without creating a system to ease the creation of objects correct? Was just curious, found some time on the comp and wanted to see how this thread was doing.

LB, I checked out your maze game, that is quite impressive for just kind of whipping it up, it was fun and terrifying to see the corners of the yellow faces bearing down on me.

Please keep the thread going, I want to join in eventually when I have a computer, couple weeks. And besides, I've watched a lot of you get so good because of this thread, its very fun.


Coffee coffee coffee coffee coffee coffee cappacino, JAVA!
Tone3e
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Posted: 23rd Apr 2008 02:43
@nano looking great. I really like how you implemented the marker idea. I like the overall look and it is not too easy to find the end which is good. Pretty realistic. I get 32 fps which is good but what I meant is that the gameplay would be better at a faster pace. I mean, if I was stuck in an underground cavern maze and monsters were coming at me I wouldnt go that slow, I would be running around. The enemies would also go a bit faster. Great job overall.

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NanoGamez guy
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Posted: 23rd Apr 2008 21:25 Edited at: 24th Apr 2008 01:06
Here's another change:



Changes:
I got rid of the goal position on the map
I added some mirky water on the floor (an explination for why you can't move very fast perhaps?)
I fixed the problem that LBFN reported (I hope)

Because I added the mirky water on the floor, the fps has gone down to 31 with me. I know it will be different on other computers. Is it too slow?


What are the chemical formulae of:
Sodium Nitrate, Gallium, Manganese and Einsteinium
Latch
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Posted: 23rd Apr 2008 23:40
@Nano

One thing, your fill circle function needs optimization. Try setting d#=d#-0.1 to d#=d#-0.5 or even -0.9 . I get a jump in FPS from 28 to about 48 with that simple change. Or, i recommend using Sven B's fill circle routine which uses no floats and no expensive trig:



This pushes the FPS up to about 55 on my machine (after having set the SYNC RATE to 0)

Also, Before the maze is being generated, set the SYNC RATE to 0. It flies through the generation process in about a second or two on my machine. After it's generated you can set it back to 40 (the default because I don't think you set the SYNC rate)

Enjoy your day.
NanoGamez guy
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Posted: 24th Apr 2008 01:05
Thanks Latch, I'll try that in the moring.

Oh, and if you got my latest version, I just changed it because there was a problem with the fog.


What are the chemical formulae of:
Sodium Nitrate, Gallium, Manganese and Einsteinium
Latch
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Posted: 24th Apr 2008 01:55
Well, I actually put together two random maze generators. One is REALLY random and I'm not sure how mazey it is - but it takes only a few lines of code and it is fast!

The other is a classic maze, and quite mazey. It is virtually limitless in the dimensions you can set - that is limited by your CPUs memory and your patience for generation and solution if you want to go into triple width x triple depth digits! I've added a matrix as a floor so I guess it's now limited to 70x70. I'm still playing around with both ideas and changing the code around so I don't have any source but I do have a couple of screenies of the classic maze.

This shows the 2d map. This particular maze is 50x50. A 50x50 maze takes less than a second to generate and create a 2d map. But to make it into 3d takes about 2 minutes.

Enjoy your day.
Latch
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Posted: 24th Apr 2008 01:58
...and a shot from inside

Enjoy your day.
Tone3e
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Posted: 24th Apr 2008 02:45
I like that addition. Quite nice. It actually went up to 33 fps. Looking good.

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jason p sage
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Libervurto
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Posted: 24th Apr 2008 04:07
@Latch
Wow that is amazing! (excuse the pun :p)
I couldn't get my head round how to generate a random maze.
Could you please explain how the code works, this is the stuff I really want to learn

It is far better to complete a 10 line program than to start a 10,000 line program.
Latch
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Posted: 24th Apr 2008 06:02
@jps
Thanks!

@Obese
Thanks!

Quote: "Could you please explain how the code works, this is the stuff I really want to learn "

Well, what I ended up with for the classic maze is kind of a hodgepodge of what I could glean from explanations of maze generation from various sources on the internet. It was almost no help (at least the sources I read) until I sat down with a pencil and a sheet of graph paper and tried to figure out what in general was happening in those explanations.

Basically this is what I did: I start off with a certain maze size. A width and a depth of rooms; very much like a matrix where you could consider each tile it's own room with four walls. The idea is to knock down walls in each room until a maze is formed.

Each room can be in one of three states: Part of a path, Next to a room that is part of a path, or Hasn't been visted at all. Let's call them Active, Standby, and Open respectively.

You can store the information in multiple arrays or if you're good at optimizing, in a single array. Computer's today aren't the same as they were 20 years ago, so reasources and speed aren't really an issue (unless your maze is HUUUUGE). So if it's easier, use multiple arrays until you get the hang of what's going on.

Anyway, choose a room at random and set it to Active. Now, look at each of it's neighbors N S W E and find out their status. If a neighbor room is Open, set it's status to Standby. If it's already Standby or Active, leave it alone.

Since DB doesn't really have access to the stack, you can make one as an array and store each neighbor that you find is set to or that you set to Standby. This isn't necessary, but it can help with speed later on when you will have to find rooms that are in Standby status that aren't a neighbor of your current Active room. As a room becomes active though, you'd have to remove it from the stack.

Now, of the possible 4 neighbors that are in Standby around your Active room (we're still on the first cell!), randomly choose 1 of those Standby room and change it's status to Active. Shift your focus to this new Active room and look N S W E at it's neighbors an set any that can be to Standby just like you did for the first cell.

You're probably thinking "but we haven't knocked down any walls yet. How is this going to be a maze?" Well, this is where it happens. Once you've moved to this new active room, not only do we set the neighbors around it that are not Active to Standby, but we look for ALL or ANY Active rooms around it.

If we find that there are Active rooms around it, we randomly choose one of these Active rooms and knock down the wall between our currently focused room, and this randomly chosen one.

Now we randomly choose one of our Standby neighbors (of the room we have focus on) and repeat the process. That means, we jump to the Standy neighbor, set it's status to Active, look around it for rooms we can set to or that are set to Standby, then look for ANY and ALL active rooms that are neighbors, choose one at random and knock down the wall between them.

You continue this process until all the rooms' statuses are Active.
Sometimes you'll be left in a corner before all the rooms have been set, and there will be no Standby rooms around the current room. This is where the stack comes in. If you have been keeping it up to date as you went along, the top most value should be the next available Standby room to jump to. If you haven't kept the stack, though a little redundant, you can search through all of the rooms in the maze until you find one that is Standby.

Since you are moving from room to room and they are all next to each other, a path can't help but be formed. And whenever you jump to a Standby cell, it will ALWAYS be next to an Active cell so the maze will always be united. There won't be any loops, or sections that are completely closed off. It will essentially create what is referred to as a "perfect" maze. That means, from any starting point in the maze, there is a path to any other point - but only 1 between the two points.

Enjoy your day.
NanoGamez guy
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Posted: 24th Apr 2008 12:00
WOW Latch! That's amazing!


What are the chemical formulae of:
Sodium Nitrate, Gallium, Manganese and Einsteinium
NanoGamez guy
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Posted: 24th Apr 2008 15:25 Edited at: 25th Apr 2008 21:27
Here's the updated version:



I did what you suggested latch, and it runs brilliantly. If I set the sync rate to 0, it runs at 108 fps on my computer!

[EDIT] just found a glitch and fixed it in this code snipet, so anyone who tried my entry will have to get it again.


What are the chemical formulae of:
Sodium Nitrate, Gallium, Manganese and Einsteinium
Latch
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Posted: 25th Apr 2008 21:49
I came up with another idea for generating a random maze. No bells or whistles at all in this. The premise is just taking a one walled room, making as many copies of it as needed to fill a grid, then rotating each copy randomly 90 degrees. Come out with a pretty mazey maze with really only 20 lines of code (without multiple commands on a line). Maybe someone can build on this as I don't think I'll have time to finish either of the two ideas I had previously. I bet it can be compacted even further.

Use the arrow keys to move around:



Enjoy your day.
jason p sage
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Posted: 26th Apr 2008 01:29
ITs a great new idea LATCH but I'm all for the OTHER one you did! That's the one that has my vote!

TDK
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Posted: 26th Apr 2008 01:29 Edited at: 26th Apr 2008 01:38
Well, I said I had an idea for creating a maze and it got a lot messier than I was expecting.

Anyway, here's V1 which still needs a lot of work as it's not optimized and there's a fair bit of repeated code which needs dumping out into subroutines.

But it seems to work - even if nowhere near as elegant (or short) as Latch's offering...



TDK_Man

Latch
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Posted: 26th Apr 2008 10:52 Edited at: 27th Apr 2008 00:37
Quote: "even if nowhere near as elegant (or short) as Latch's offering"

You're too kind! I don't think either of our entries are competing with LBFN's or NanoGamez guy's.

Here's an update to my latest. I'm gonna stick with this idea instead of the classic maze. This maze method lends itself to more of a monster battle or death match kind of thing as there aren't as many dead ends and the paths are all fairly clear, but there is enough mazieness to get you mad!

I've given it sort of a space theme, and encased the whole thing in a box for that extra claustrophic feel. I had a little trouble with the collision and am not sure I'll have time to straighten it out.

Some good numbers to use for the inputs are
20
20
100
50

Generally, as long as the xsize is twice to 4 times the ysize, the maze will look pretty decent. On my machine, once I start going over 20 width by 20 depth (the number of cells or rooms), the generation process starts slowing down. Test it out. 50 x 50 takes about 2 minutes. With faster machines you'll probably have better results at large maze sizes (the number of rooms). You're pretty much only limited by patience and memory.

There is no goal at this point. Just wander around. I would like some monsters and some shooting if anyone has a couple of routines handy.



Enjoy your day.
LBFN
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Posted: 26th Apr 2008 20:26
Thanks for the positive comments.

Okay, final version:

It now has a pointer to help you to find the end marker. The walls are much taller than before; just something I liked better. There are more enemies, twice as many in fact. It also generates a random maze now.



LBFN
Tone3e
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Posted: 27th Apr 2008 03:08
I actually liked your first version better LBFN. Except this ew one creates a random maze which is better. Latch and TDK, great job on figuring out on how to create a random maze. Today is the last day, so anyone else with new entries or updates do it while you can.

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TDK
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Posted: 27th Apr 2008 09:18
Here's my final entry - unfortunately no more time.

No enemies, but a truly random maze and sliding collision with the walls...



TDK_Man

LBFN
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Joined: 7th Apr 2007
Location: USA
Posted: 27th Apr 2008 13:58
@TDK

This code runs in Pro (very nice, BTW), but the version of DBC that I have (1.13E I think) has trouble with 'set object ambient'. Is this included in v 1.2?

LB

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