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!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Pritchard

Pages: 1 ... 9 10 [11]
News and Announcements / Re: Forum rules, codes, norms and regulations.
« on: December 28, 2007, 01:03:22 AM »
Tempting to change that, but who knows what Lachie intended :P

General Discussion / Re: What music have you been listening lately?
« on: December 27, 2007, 09:29:40 PM »
Some tracks have good parts, like the guitar riffs, but then they sink into…hmm, computer game-like sounds.
Some limitations of the hardware he was working with :-/

They go along really good with the games is all.  I mean, you can imagine the music and you basically see the game in front of you after having played it.

Ahahah this reminds me of QB :P

General Discussion / Re: What music have you been listening lately?
« on: December 27, 2007, 11:23:40 AM »
Crossfade non-stop (not literally, but close enough) for over a year now.

Subliminal-Prodigy.  Some Nobuo Uematsu every month or so.

Game Dev / Re: Character Movement Patterns - Some examples?
« on: December 27, 2007, 11:22:45 AM »
Your random-nearest is close, but exaggerated.  The randomness should be relatively low, and the overall movement should still correspond mostly with direct.  I'd say the green circle in my example looks pretty good, if it were a sprite that's how you'd want it to walk.  As for the red, it does indeed look artificial.
Well consider this to be for game development.  Smart AI will try and go direct, but might also try and camp and snipe you.

What about when AI isn't completely sure where you are though?  They look for sounds and try and follow signs that someone is near.  This is closer to random-nearer.  Dumb Monsters, and AI that hasn't been able to target you completely yet will follow random nearer until a certain range.

Game Dev / Character Movement Patterns - Some examples?
« on: December 26, 2007, 11:15:24 AM »
Hi.  I'm looking to see how different entities can move in different ways.

The simplest path of movement I can think of is Direct, which is VERY computer-looking, and feels terrible for just about everything but bullets.  Just get the slope between you and the opponent and move in that direction.

The next is curved movement, where you kind of "swing" from your current position to your opponent, as if you're anchored to the ground somewhere.  I never really see this one, but it's used a lot in combination with Direct Paths to "swerve" an enemy (or a missile, for instance) and add a velocity looking feel to the path.

The other one's often used in 2D grid games, where diagonal movement isn't possible.  It's Direct on a grid.

The final one is the best for "monsters" and 'dumb' enemies, in my opinion.  It's random movement to a certain extent, but I think it's just direct with a random error level associated with each 'step' that the entity takes.  A distance of say 50 pixels per movement, direct the entity at its target, and add an error level of 180 degrees, possibly.  Of course, this means that the enemy will never go backwards for any reason...  Not like they should though.

I might write up an example on all of these later, but I'd like your thoughts on AI movement and targeting.  Links are appreciated, too - But code is awesome :P

Work In Progress / Re: Happy Holidays! ^.^;; Christmas Present.
« on: December 25, 2007, 05:45:25 PM »


What have I learned?  ALWAYS use your API to access data.  I was reallocating memory without reassigning all external references to the address.

Expect a release for the second (probably just the first game mode) within a week :-)

@Lachie:  About fps - I'm going to be lowering the resolution and I've already added the option to lower particle levels.  That was on a very high particle effect setting.  Another possibility is to make the particle explosion for ornaments and presents the same one every time, so I could make a really fast function (or possibly just a pre-rendered animation) to handle this.

Work In Progress / Happy Holidays! ^.^;; Christmas Present. (ABANDONED)
« on: December 25, 2007, 09:38:57 AM »
NOTICE:  Read the last post to read about why I abandoned this project.

Warning!  _  Major WIP Ahead!   The first game never made it past a walking demo with throwable decorations.  The second is functional, but can take up to 250mb on certain settings due to memory leaks which I have yet to find.  Wish I was developing on Linux, as it's far more strict on memory :-/

Game 1:

- The original game which I worked on for about a week, but the code became too complex quickly.

You being some guy, who obviously believes in Santa, patiently wait up for him.  You hear some crackling and commotion downstairs.  You run down and it's not Santa there, but instead, one of his elves, who is cursing and swearing quite terribly about the fat man in red and white.  This elf is upset - He's sick of taking crap from that pig all the time.  Always making him stay up late, and the labor has increased ten-fold these past hundred years!  He intends to steal all of the presents this year to get back at Santa for his poor policies on work ethics.

You're not going to let that happen.  Keep the elf from taking all the presents and smash him to bits with Christmas Ornaments from the tree!  Watch out though, he's aggressive as well, and he won't hesitate to take back presents you win from him.

Can you win this 'tug-o-war' of present stealing?

Game 2:

Ho Lord! - It's Christmas, but you messed things up!  You shook a tree, or tipped a box, or something.  But whatever you did, all the ornaments and presents this Christmas are pouring from the sky and exploding (or shattering) on impact when they hit the ground.  You may look innocent, but if you don't catch enough of those presents, everyone's going to start noticing that some are missing, and YOU ARE GOING TO GET IT.

Three Game Play Modes:

Mode 1 - Catch all the ornaments and presents as the fall from the sky.  Presents are worth more points than ornaments, and may even give you a bonus in your speed, or may attract ornaments towards you!  Power-ups Pending.

Mode 2 - Alright, you're sick of being the good kid.  In order to ensure the highest levels of destruction attainable this Christmas, you're just going to let the ornaments drop - Or maybe you're afraid you'll suffer a concussion if they knock you in the head and slice you as they blow up.  Either way, DON'T TOUCH THE ORNAMENTS!

Mode 3 - Target practice.  The ornaments shoot across the sky and it's your job to blow them up before they blow each other up.  Attain different weapons, each with different effects on surrounding ornaments


- ParticleSprite class which can blow up a particle into any number of pieces, aim particles, and render it all together.  Currently a possible source of my memory leaks (I use the particles heavily in the second game)

- Particle Sprites which can blow up on your command, or if they hit each other.  Bam!

- Decoration Spawner which adds or removes Decorations (which are falling from the sky) at a given rate, coordinates, and speed and gravity.  Yet another possible source of my memory leaks (but a doubtful one, as I've tested the code several times already).

- Event and EventList Class (both have yet to be used).  Used to dynamic event adding and removing when that feature is added.


I have the source of the libraries I use here, but it's big and undocumented, as well as not containing the source for the games yet.  I'm pondering on using a separate project page on Google for that.

News and Announcements / Re: Welcome to our new forum!
« on: December 25, 2007, 09:09:04 AM »
I plan to post my project here soon.  Wanna fix a memory bug before releasing it though.  Right now it's not even in release-able state, nor will it be until I add more features.

General Discussion / Re: Hello!
« on: December 25, 2007, 09:07:42 AM »
What do you mean? It's dedicated to games; it's already great!
For sure :P

Pages: 1 ... 9 10 [11]