10.03.2019 - Round 1 results of our "A Love Letter For FreeBASIC" game dev competition have been published. Please be sure to check the results thread: http://games.freebasic.net/forum/index.php?topic=629.0. Don't forget that the competition is continuing with a round 2, lasting till 29th of April, 300 USD first prize. Stay tuned!

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Topics - ecxjoe

Pages: [1]
1
General Discussion / Happy New Year!
« on: January 01, 2015, 02:03:09 PM »
Hope you all have a great year!

2
Work In Progress / Toadman 3
« on: October 09, 2014, 10:01:12 PM »


Still a work in progress. But I've been focusing solely on this game and am trying to get it finished by 2015.

No playable demo yet.

https://www.facebook.com/toadman3game

Some info:

- It's a single-player campaign, somewhat of an action/puzzle/RPG mix, but mostly action. There will be a narrative. This is *not* the arena-style game I was messing with a few years back.

- It has all original graphics, sound, and music. All by me, but hopefully it's good. I think so.

- Lots of explosions!

- Screen shot doesn't go it justice. I'll have to post a gameplay clip on YouTube soon.

4
Game Dev / Larry the Dinosaur 2: Nine Years Later
« on: October 31, 2011, 04:00:15 PM »
Quote
It was Halloween evening, October 31st, 2002. A game I had been working on since the summer was almost finished. I wanted to released on this day, for some odd reason. Honestly, it still needed a ton of work; it had many bugs, and it had some poor design issues that needed to be addressed. But at the time, my programming skills weren't too great and I had enough of the project. I played through the game several times that night, fixing up what I could, and then I submitted it to various sites. The game was Larry the Dinosaur 2.

Read the rest at http://deltacode.blogspot.com.

5
Programming / Good IDE
« on: October 21, 2011, 10:48:14 PM »
http://www.geany.org/

This is now my favorite IDE for everything. And it supports Freebasic!

6
General Discussion / Star Wars prequels
« on: October 19, 2011, 08:05:14 PM »
Excellent analysis: http://www.youtube.com/watch?v=FxKtZmQgxrI

It's a 70-minute in-depth review of Episode I. Never a dull moment.

8
General Discussion / Back from hiatus
« on: July 11, 2011, 12:25:20 PM »

9
It just looks so...1999.

I can offer my services for...$0 an hour. ;D
Did you code the site yourself in php, or are you using some configured system?
Just saying there's lots of room for improvement. I would like to help where I can.

10
Programming / 2D with OpenGL
« on: January 26, 2011, 06:05:10 PM »
Are there any tutorials on this subject for Freebasic? Thanks.

11
Programming / Possible GET bug?
« on: May 06, 2010, 03:12:49 PM »
This is a small program that prints out and captures the ascii characters as sprites. It saves the sprites to a file, then loads them back in and displays them to verify they were captured and saved correctly.

I had to code my own GetSprite() sub because FreeBasic's GET function wasn't capturing graphics the correct way. As it is, it calls my GetSprite() sub. Run the program, then uncomment the line "GET (x0, y0)-(x1, y1), sprFont(n*BPS)" and comment "GetSprite x0, y0, x1, y1, @sprFont(n*BPS)" and run the program again to see the problem using FreeBasic's GET command causes. When they are PUT back to the screen, the sprites have numerous artifacts.

I shouldn't need more than 260 bytes per sprite. They are 8x8 sprites in 32bit mode, so the formula is 8*8*4+4 bytes or 8*8+1 integers. FreeBasic's PUT has no problem rendering the sprites I captured with my GetSprite() sub, so what am I doing wrong with the GET command?

Code: [Select]
SUB GetSprite (x0 AS INTEGER, y0 AS INTEGER, x1 AS INTEGER, y1 AS INTEGER, pSprite AS INTEGER PTR)
   
    pSprite[0] = (8 SHL 16) OR 64
   
    DIM x AS INTEGER, y AS INTEGER
    DIM n AS INTEGER: n = 1
    FOR y = y0 TO y1
        FOR x = x0 TO x1
            pSprite[n] = POINT(x, y)
            n += 1
        NEXT x
    NEXT y
   
END SUB


CONST BPS = 8*8+1
DIM sprFont(BPS*96) AS INTEGER

SCREENRES 320, 240, 32

DIM n AS INTEGER
FOR n = 32 TO 127
    PRINT CHR$(n);
NEXT n

DIM x AS INTEGER, y AS INTEGER
DIM x0 AS INTEGER, y0 AS INTEGER
DIM x1 AS INTEGER, y1 AS INTEGER
'- get graphics
n = 0
FOR y = 0 TO 2
    FOR x = 0 TO 39
        x0 = x*8: y0 = y*8
        x1 = x0+7: y1 = y0+7
        'GET (x0, y0)-(x1, y1), sprFont(n*BPS)
        GetSprite x0, y0, x1, y1, @sprFont(n*BPS)
        n += 1
        IF n >= 96 THEN EXIT FOR
    NEXT x
NEXT y

LOCATE 7, 1: PRINT "Capture Graphics"

SLEEP
BSAVE "font.bsv", @sprFont(0), BPS*96*4

BLOAD "font.bsv", @sprFont(0)
CLS
'- put graphics to verify capture
n = 0
FOR y = 0 TO 2
    FOR x = 0 TO 39
        PUT (x*8, y*8), sprFont(n*BPS), PSET
        n += 1
        IF n >= 96 THEN EXIT FOR
    NEXT x
NEXT y

LOCATE 7, 1: PRINT "Verify Graphics"

SLEEP
END

12
Work In Progress / What have I been wasting time on?
« on: April 30, 2010, 09:08:27 PM »
Sprite Editor



Inspired by PixelPlus 256.
Supports 320x200 to 1024x768+ resolutions.
32bit color.
Can switch between 16 different palette maps.
It is still early in development.
Functions currently implemented:
- Brush and paint tools.
- Zoom and pan.
- Palette color-picker.
- Adding/browsing sprites

Still much to work on. I'm currently working on the selection box and cut/copy/paste tools.


Toadman 3



Very early in development.
Plans for finished product:
- 640x480 graphics
- One player campaign (progress through matches, similar to Quake 3)
- Two player split-screen
- Death matches against AI opponents
- Other match modes (such as obstacle courses and a variation of steal the flag)



More to come!

13
General Discussion / To Whom It May Concern
« on: April 30, 2010, 08:05:17 PM »
Hello.

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