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DarkBASIC Discussion / ASCII Shooter returns

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ShadowCentaur 2
21
Years of Service
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Joined: 8th Apr 2005
Location: Free Country USA
Posted: 22nd Jan 2007 05:36 Edited at: 22nd Jan 2007 05:41
i've begun to work on my ascii shooter again, after an extensive break. i've fixed some bugs and reorganized some of the code, and added some features. i've also created a primitive map editor that currently isn't linked to the main program. i'll work on that then give both the editor and the version of the program that actually can utilize created maps. oh, and that little circle after you die is where you'll respawn. i'm open to all input, feedback, and critique. tell me what you think of it.

Truth suffers from too much analysis.
-Ancient Fremen Saying
ShadowCentaur 2
21
Years of Service
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Joined: 8th Apr 2005
Location: Free Country USA
Posted: 25th Jan 2007 01:40 Edited at: 25th Jan 2007 01:42
it appears i posted a bad version of my program in the last post. here is the code for the shooter:



here is the mapmaker code (save as mapmaker.dba for the main program to work)


attatched is level 1, an array i've saved as a .txt file.
if all these pieces are saved together it should work.
i will post the version that has the main program just #include the mapmaker, with some other features, later.

Truth suffers from too much analysis.
-Ancient Fremen Saying
Zotoaster
21
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Joined: 20th Dec 2004
Location: Scotland
Posted: 27th Jan 2007 13:18
Wow. That's really cool!

ShadowCentaur 2
21
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Free Country USA
Posted: 28th Jan 2007 06:21
thanks, i guess it worked for ya. anyway, here is the version that has the mapmaker built into the main program. i've also fixed a few bugs with sprites hiding and deleting. the "2 players" option does nothing at the moment, but i'll implement that soon. i dont know what i'll do for 2player. i'm thinking of making player two some sort of tank that rolls along the bottom of the screen and jumps blaster-master style. ya know, so it's different from player 1. anyway just put this in the same folder as the file attatched above to make it work. i appreciate feedback, etc.

Truth suffers from too much analysis.
-Ancient Fremen Saying
NanoGamez guy
19
Years of Service
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Joined: 13th Jan 2007
Location: Closer than you think...
Posted: 28th Jan 2007 16:48
WOW!!!!!!!!!!!!!!!!!!!![center]

That game is awesome! How long did it take you to make that!?

I can see you...
ShadowCentaur 2
21
Years of Service
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Joined: 8th Apr 2005
Location: Free Country USA
Posted: 29th Jan 2007 01:49
thanks, that's a really enthusiastic response. as for how long it's taken me to make it, i really can't say. i've picked it up then dropped it for months at a time, so i don't really know. a while. i've just recently gotten back to making it (i've finally broken my guild wars addiction) so i'm steadily improving it. any suggestions? oh, and i'm uploading level2 as well. just put it in a folder with the others. i've done some minor improvements to the map editor that i will post soon. 2player will come in a later post. can anyone help me figure out how to do a good tank with few ascii characters? i was thinking of having some sort of base chassis and a line that can rotate up and down for a gun turret.
this maybe?
/
/
(o^o)

i really dont know. also, if you have ideas for other types of enemies, post them. i appreciate feedback, input, etc.

Truth suffers from too much analysis.
-Ancient Fremen Saying
NanoGamez guy
19
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Joined: 13th Jan 2007
Location: Closer than you think...
Posted: 9th Feb 2007 20:22


how about that for a new type of enemy?

I can see you...
Sixty Squares
20
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Joined: 7th Jun 2006
Location: Somewhere in the world
Posted: 10th Feb 2007 03:45
That was really cool! Only it was a bit too hard for me...

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