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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Messages - rolliebollocks

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Work In Progress / Re: House on the Hill
« on: April 10, 2011, 09:24:49 PM »
Ok, cool. Just took a look. So you know, my story is sort of along similar lines, as far as ghosts and whatnot go, but my main character is a douche bag, not a paranormal investigator, so I doubt there will be much overlap.


The story looks good, there's a lot of potential there. The letter is a nice touch, artifacts within a story build realism. Fun! I'm not sure if I want to post anymore updates of my game until it is finished. Then again I may want feedback. I don't know yet. I'm still plotting out the environment. Once I finish that I can populate it with characters and objects.

Work In Progress / Re: House on the Hill
« on: April 10, 2011, 09:11:02 PM »
Neato. Can't wait to try it out. I'm making good progress with my TA. I added a bus (which connects you to another section of town), and you can now play lotto tickets, buy 40's, food, smokes etc... There's a lot of work left to do. So far so good though. I'm not getting stuck or losing steam.

General Discussion / Re: Why do you chose FreeBASIC?
« on: April 06, 2011, 05:20:44 PM »
We had Apple IIE's in our computer labs at school ever since I was in third grade. I realized the ']' was actually a prompt and if I typed certain words in it would produce something other than "syntax error." A friend of mine found a book on BASIC and we started programming simple ASCII games. Then our teacher taught us simple mathematical commands as well as PRINT and INPUT on the TRS-80. I was involved in the BBS community way before the internet ever got hot, and was able to download programs for GW-BASIC and QBasic and started modding WWIV which was written in C++. In highschool I really started to get into programming games, and worked almost exclusively in QBasic. In college I took C++ and honed my skills with that. Years later, I wanted to see what was going on with QBasic, if there were still sites and whatnot and if people were still making games. That's when I found FB which was to my mind essentially a hybrid of the only two programming languages I knew. It was if God himself has placed a precious gift in my path to increase the joy of my life. It was as if a golden ray of joy was shining directly on my head.

Work In Progress / Re: Text adventure
« on: March 31, 2011, 02:35:54 PM »
Thanks, will do. You should definitely if you feel so inclined, make one too. It would be fun to have a few of them all being developed at once.

Work In Progress / Re: Text adventure
« on: March 30, 2011, 09:05:05 PM »
Thanks for the feedback! I'll definitely add the exits to the description, and have a title screen which explains elements of the plot. The dialog engine is basically keyword based, there's a file, with however many keywords, which is linked to whatever responses. Keeping track of what the user has input may not be worth the payoff. It would be easy to double link all GUI functions through the keyword handler, and I had planned on doing that for people who want that old school feel.

Thanks for taking a look! Much obliged.

Work In Progress / Re: Text adventure
« on: March 30, 2011, 03:23:22 PM »
I'm trying to do this now, and I'm tripping over myself. Writing text adventures is not easy. My current strategy is to build an engine, as rdc mentioned. The engine is mostly complete and I have three editors, one for NPC's, one for Objects, and one for Rooms. A couple of neat ideas are that the rooms can be reconnected dynamically by script calls, and there are multiple descriptions depending on your level of clairvoyance or whether or not you've taken any psychoactive substances. I'm going to have to rethink my plot line, as the logistics are too weird. And I've been super-lazy lately, so I haven't gotten very far.

What thing that is working really well for me, is to have a GUI handle all the most common commands, such as movement, pick-up object, drop object, inventory etc... And then have a text-input box to handle not so obvious commands which you will "collect" like "powers" throughout the game.

I know what would motivate me, I'll post a demo on the forums and try to get feedback from people in regards to the development. That should help the writer's block a lot.

Work In Progress / Re: Blast The Roids [ Now Here! ]
« on: September 25, 2010, 07:55:08 AM »
Well, 69 warned me that this would be the case, because of data alignment issues that are handled faster by FBGFX's native commands than user built commands.

If we want to beat FBGFX then we have to replace FBGFX and in order to do that I need to know how to do two things:

#1. Instantiate a graphical screen
#2. Plot a pixel to the screen

If I could do those things I could replace FBGFX. But in order to that I need to know how to work with drivers and other lowlevel system oriented things that I do not now.

Work In Progress / Re: Blast The Roids [ Now Here! ]
« on: September 21, 2010, 04:21:15 PM »
@Brick Break

Yes I have. Line wins by a smidge. I tested it when I was making this:

Code: [Select]
sub ThickLine ( byref screenbuffer as fb.image ptr, byval x1 as units, byval y1 as units, byval x2 as units, byval y2 as units, byval thickness as integer, byval clr as uinteger )
#DEFINE screenxsize 799
#DEFINE screenysize 599
    dim as ubyte ptr pixdata
    if screenbuffer = 0 then   
        pixdata = ScreenPtr()
        pixdata =  Cast( Ubyte Ptr, screenbuffer ) + Sizeof( FB.IMAGE )
    dim as units dx(thickness), dy(thickness), l=0.0
    for i as integer = 1 to thickness
        dx(i) = ( x2 - (i-1) - x1 - (i-1) )
        dy(i) = ( y2 - (i-1) - y1 - (i-1) )
        l = SQR(dx(i)*dx(i)+dy(i)*dy(i))
        if l then
            exit sub
    dim as integer xscreen=0, yscreen=0
    for i as units = 0 to l
        for ii as integer = 1 to thickness
            xscreen = x1+(i*dx(ii))
            yscreen = y1+(i*dy(ii))
            if xscreen > screenxsize then Continue For
            if yscreen > screenysize then Continue For
            if xscreen < 0 then Continue For
            if yscreen < 0 then Continue For
            Cast (uinteger ptr, pixdata + ( yscreen * screenbuffer->Pitch ))[ xscreen ] = clr
end sub

Work In Progress / Re: Blast The Roids [ Now Here! ]
« on: September 21, 2010, 09:26:19 AM »
You can use direct buffer draws if you like but it will be slower than line (by a lot) since you have to perform the Breshenham in loop, and FBGFX has all the data aligned, so it's faster just to use line.

What's wrong with line? What exactly are you looking for?

Work In Progress / Re: Blast The Roids [ Now Here! ]
« on: September 19, 2010, 10:35:38 AM »
Same routine renders this:

Work In Progress / Re: Blast The Roids [ Now Here! ]
« on: September 18, 2010, 09:55:46 PM »
Here is your polydraw shape rendered in cairo:

Work In Progress / Re: Blast The Roids [ Now Here! ]
« on: September 18, 2010, 02:02:19 PM »
Yes, of course.

The ASM triangle code is property of FB_EXT which runs on a FreeBSD style license. Lachie's PolyDraw cannot be used to make money (according to the license). I don't make money on this, I provide it freely so that math students have access to a repository of useful and fun algorithms. Everything that isn't someone else's (and it's all clearly labeled with maybe the exception of a tip&tricks here and there) is copyright me, but free to use, distribute, to make something with and then sell, is all fine by me.

The new triangle stuff is going to be added in the next release. And I'm adding Cairo as a rendering option, though the base lib will still be FBGFX.

Work In Progress / Re: Blast The Roids [ Now Here! ]
« on: September 17, 2010, 06:30:05 PM »
Shoot a triangle into pieces demo!


Work In Progress / Re: Blast The Roids [ Now Here! ]
« on: September 17, 2010, 06:28:47 PM »
All you have to do is swap out the x,y with vect2d... etc... It would be a minutes worth of work...

Work In Progress / Re: Blast The Roids [ Now Here! ]
« on: September 15, 2010, 07:29:54 AM »
No, the pixel data is extracted from the ScreenPtr to make the draws faster by circumventing PSET.

It has to be able to fill the polygon, right? All these functions are for *filling* the triangles with a solid color.

You can avoid doing that completely by cookie cutting a triangle out of a fb.image buffer which is way faster (and the method that I use for most things).

Rel's version is very similiar to the EXT version, and does not use any dependent vars. What's wrong with that?

The algo is based on the slope formula.

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