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14.09.2014 - Check the results of our latest game dev competition here: http://games.freebasic.net/forum/index.php?topic=606.0
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Author Topic: FBGD Antagonist Competition (Nov 2009 - Jan 2010) - 125 $ 1st prize  (Read 31898 times)
BadMrBox
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« Reply #45 on: December 23, 2009, 10:54:09 AM »

Could you ask him to re-register and apologize in my name.
It has been done. Couldn't find any emailaddress.
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Lachie Dazdarian
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« Reply #46 on: December 30, 2009, 12:18:25 AM »

We are way behind the middle of the competition so I'm curious about your WIP guys. If anyone is willing to post some details or screenshots to spice up the flow of the competition and motivate the other competitors, that would be cool.
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Mitchell
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« Reply #47 on: December 30, 2009, 09:55:03 PM »

Eh, my screen shot 'n stuff is on the other partition, and I'm too lazy right now to reboot. Tongue

My current ray caster engine right now can render white walls, and have the player move about. Far from complete, but the heart of it is doing fine so far. Now I have come upon the issue of rendering textures.

However, I am a bit worried about performance issues. So far, the program doesn't break below the 20 fps limit it's set too. But I haven't put under normal load, and the 640*480 resolution I'm using may push it. The finished product should be able to cull off most off the work, and if anybody makes their own custom maps for the game, they'd have to keep in mind how the little cogs of the bugger work.

Who knows, maybe it'll hold out well. I've just never had to build something that is so performance oriented; I could be underestimating what a processor can do. Still, I can't help but be conscious of all the work it has to do in a split second. As for memory, there should be no problem. A very large map shouldn't require anything above a couple dozen kilobytes of RAM.



ETA: Here yeh go, pics so it did happen Tongue
« Last Edit: December 31, 2009, 08:57:52 AM by Mitchell » Logged

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ssjx
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« Reply #48 on: December 31, 2009, 09:54:22 AM »

Another update, nothing major:

http://ssjx.co.uk/windows/pacman-ghosts.php

Changes included:

- Fruit randomly added to map
- More colour, new font used
- Stats screen almost finished
- Various bugs removed/added..
- Additional map (now 3 in total)

Hopefully these update posts are not being seen as spam, i just like to show how the game is progressing.

Also i hope my entry will not seem too primitive once Mitchell gets his raycasting engine working! I am also curious of the state of the other participants games...

Anyway, thanks for looking and Happy New Year to everyone!
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Lachie Dazdarian
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« Reply #49 on: December 31, 2009, 04:29:03 PM »

Don't worry ssjx. I implore everyone to post as much of their work in progress as possible.

To be honest, I'm a bit worried with Mitchell's approach, as I'm not sure that a raycasting engine coded from scratch is suitable for this sort of compo. I do hope he'll be able to compile something playable, and not just a tech-demo.
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Mitchell
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« Reply #50 on: December 31, 2009, 07:12:32 PM »

Don't worry ssjx. I implore everyone to post as much of their work in progress as possible.

To be honest, I'm a bit worried with Mitchell's approach, as I'm not sure that a raycasting engine coded from scratch is suitable for this sort of compo. I do hope he'll be able to compile something playable, and not just a tech-demo.

The core of the ray caster is the easy part, sadly. I can do the math, but the images, the maps, the enemies, the rest of the game engines, it still requires a worryingly large amount of work. The rendering engine still needs a lot more work, but it's doable by itself. I hope I can get it done in time. I'll be cool if I really do get it done, although ssjx need not worry about it making the pac game look primitive. I'm no artist, and I'll have to make images for all those walls, enemies, 'n good stuff. Tongue
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KristopherWindsor
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« Reply #51 on: January 02, 2010, 01:40:21 AM »

The first FreeBasic game of 2010!!! Cheesy

Here's my entry, a game-in-a-day project I started a few hours after midnight. Tongue
It doesn't have sound, which is a score handicap, but I don't really care. Tongue





"Revenge of the Bricks!" is an anti-breakout game, where you try to destroy the paddle before the bricks are destroyed.
The computer controls the ball and paddle, and you can freely drag the bricks around the screen.

There are three types of bricks:
  • Normal bricks: they break when they collide with the ball
  • Invincible bricks: they don't break when they collide with the ball; these are the solid bricks in the game
  • The levelup brick: this is the brick with a number on it. If it is hit by the ball, the number decreases, and if it reaches 0, the ball levels up, so you lose. Also, you can spawn normal bricks by attempting to drag this brick

To beat each level, just crash five bricks into the paddle. After the paddle is destroyed, just wait for the ball to fall off the screen.

Bonus scoring: at the end of each level, you get a bonus based on the percentage of invincible bricks that are still on the screen.

Strategy: you can either try to destroy the paddle instantly, or first try to surround the levelup brick with invincible bricks to protect it. You'll want to destroy the paddle with normal bricks to get a bonus for preserving invincible bricks. But on later levels, this is risky. The ball moves really fast, so you need to move the normal bricks before they are destroyed, and there is a chance the brick will be destroyed by the ball while you are dragging it.

Notes:
  • The font routine is by DJ Peters
  • The physics are stepped 40x between each display frame (for a total of 2400 FPS physics), so the game handles the faster levels well
  • The 'r' key restarts the game (back at level 1)
  • I didn't bother to add particle effects or a camera shake because I figured they would look messy
  • High scores are not saved

' Revenge of the Bricks!
' (C) 2010 Kristopher Windsor

' A game-in-a-day for the competition:
' http://games.freebasic.net/forum/index.php?topic=382.msg4428#msg4428

#include once "fbgfx.bi"

Type Font
  w As Integer
  h As Integer
  d As Any Ptr
End Type

Extern Font8  Alias "fb_font_8x8"  As Font
Extern Font14 Alias "fb_font_8x14" As Font
Extern Font16 Alias "fb_font_8x16" As Font

#define seconds * fps

#define randomColor() rgb(rnd * 256, rnd * 256, rnd * 256)

#macro startDisplayLoop()
  Dim As Double displaytime = Timer()
  Dim As Integer displayframetotal = 0
  Dim As Integer displaydropframe = false 'this method effectively gives 60fps or 30fps, nothing in between
 
  Do
    displayframetotal += 1
#endmacro

#macro startDisplayFrame()
    If displaydropframe = false Then
      Screenlock()
      Line (0, 0) - (screen_width - 1, screen_height - 1), &H10000000, BF
#endmacro

#macro endDisplayFrame()
      Screenunlock()
    End If
#endmacro

#macro endDisplayLoop()
    var timeleft = Cint(1000 * (displaytime + displayframetotal / fps - Timer()))
    displaydropframe = (timeleft < 0)
    If timeleft > 0 Then Sleep(timeleft, 1)
  Loop
#endmacro

Const true = -1, false = 0, pi = Atn(1) * 4
Const screen_width = 800, screen_height = 600, fps = 60, accuracy_multiplier = 40

Enum brick_enum
  normal
  invincible
  levelup
End Enum

Type brick_object_type
  As Double x, y, xv, yv
  As brick_enum style
  As Uinteger Color
  As Integer garbage
End Type

Type brick_type
  Const start_lives = 5
 
  Const max = 256
  Const Width = 78, height = 38
  Const line_step = 19
 
  Declare Sub Reset()
  Declare Sub move()
  Declare Sub display()
 
  As Integer lives
  As Integer selection, selectionx, selectiony
  As Integer invincicount, invincicountoriginal
 
  As Integer total
  As brick_object_type object(1 To max)
End Type

Type enemy_type
  Const ball_radius = 12
  Const paddle_width = 200, paddle_height = 8
  Const start_lives = 5
 
  Declare Sub Reset()
  Declare Sub move()
  Declare Sub display()
 
  As Integer lives 'number of hits the paddle can take (ball off the screen -> level won)
  As Double speed
 
  As Double ballx, bally, ballxv, ballyv
  As Uinteger ballcolor
 
  As Double paddlex, paddletx
  As Uinteger paddlecolor
End Type

Type game_type
  Declare Sub Reset()
  Declare Sub move()
  Declare Sub display()
 
  Declare Sub titlescreen(text1 As String, text2 As String = "")
  Declare Sub play()
  Declare Sub Run()
 
  As Integer level
  As Integer score
  As Integer mx, my, mb, mxp, myp, mbp
End Type

Dim Shared As brick_type brick
Dim Shared As enemy_type enemy
Dim Shared As game_type game

Sub PrintXY3(Byref f       As Font, _
             Byval xpos    As Integer, _
             Byval ypos    As Integer, _
             Byref text    As String, _
             Byval fgcol   As Integer=&HFFFFFF, _
             Byval bgcol   As Integer=-1, _
             Byval Size    As Integer=1, _
             Byval Filled  As Integer=1, _
             Byval Round   As Integer=0 )

  'this function is by DJ Peters
 
  Dim As Integer i,y,yend,l,code,x,bits,sx
  Dim row As Ubyte Ptr
  l=Len(text)-1:If l<0 Then Exit Sub
  yend=f.h-1:If Size<1 Then Exit Sub
  Screeninfo sx
 
  For i = 0 To l
    code=text[i]:code*=f.h:row=f.d+code
    If Size>1 Then
      If Filled=0 Then
        For y = 0 To yend
          bits=*row
          For x=0 To 7
            If (bits And 1) Then
              If Round=0 Then
                Line (xpos+x*size,ypos+y*size)-Step(size,size),fgcol,b
              Else
                Circle (xpos+x*size+size*0.5,ypos+y*size+size*0.5),size*0.5,fgcol
              End If
            Elseif bgcol<>-1 Then
              If Round=0 Then
                Line (xpos+x*size,ypos+y*size)-Step(size,size),bgcol,b
              Else
                Circle (xpos+x*size+size*0.5,ypos+y*size+size*0.5),size*0.5,bgcol
              End If
            End If
            bits=bits Shr 1
          Next
          row+=1
        Next
        xpos+=f.w*Size::If (xpos-f.w*Size)>sx Then Exit Sub
      Else ' filled
        For y = 0 To yend
          bits=*row
          For x=0 To 7
            If (bits And 1) Then
              If Round=0 Then
                Line (xpos+x*size,ypos+y*size)-Step(size,size),fgcol,bf
              Else
                Circle (xpos+x*size+size*0.5,ypos+y*size+size*0.5),size*0.5,fgcol,,,,f
              End If
            Elseif bgcol<>-1 Then
              If Round=0 Then
                Line (xpos+x*size,ypos+y*size)-Step(size,size),bgcol,bf
              Else
                Circle (xpos+x*size+size*0.5,ypos+y*size+size*0.5),size*0.5,bgcol,,,,f
              End If
            End If
            bits=bits Shr 1
          Next
          row+=1
        Next
        xpos+=f.w*Size:If (xpos-f.w*Size)>sx Then Exit Sub
      End If
    Else 'no Size
      For y = 0 To yend
        bits=*row
        For x=0 To 7
          If (bits And 1) Then
            Pset (xpos+x,ypos+y),fgcol
          Elseif bgcol<>-1 Then
            Pset (xpos+x,ypos+y),bgcol
          Endif
          bits=bits Shr 1
        Next
        row+=1
      Next
      xpos+=f.w:If (xpos-f.w)>sx Then Exit Sub
    End If
  Next
End Sub

Sub brick_type.reset()
  Dim As Integer lx, ly, ok
 
  lives += 1
  selection = 0
  invincicount = 0
  total = 0
 
  'code isn't great, but it works
 
  lx = Int(Rnd() * 4) + 1
  ly = Int(Rnd() * 4) + 1
 
  For x As Integer = 0 To 5
    For y As Integer = 0 To 5
      total += 1
     
      With object(total)
        .x = (x + 2) * (Width + 2)
        .y = (y + 2) * (height + 2)
        .xv = 0
        .yv = 0
       
        If x = lx And y = ly Then
          .style = brick_enum.levelup
        Else
          .style = Iif(Rnd() < .4, brick_enum.invincible, brick_enum.normal)
        End If
        If .style = brick_enum.invincible Then invincicount += 1
       
        .color = randomColor()
        .garbage = false
      End With
    Next y
  Next x
 
  invincicountoriginal = invincicount
End Sub

Sub brick_type.move()

  Dim As Integer a
  Dim As Double dx, dy
 
  'set selection
  If game.mb = 0 And game.mbp > 0 Then selection = 0
  If game.mb > 0 And game.mbp = 0 Then
    For i As Integer = 1 To total
      With object(i)
        If game.mx > .x And game.mx < .x + Width Then
          If game.my > .y And game.my < .y + height Then
            If .style = brick_enum.levelup Then
              If total < max Then
                total += 1
                object(total) = object(i)
                With object(total)
                  .style = brick_enum.normal
                  .color = randomColor()
                End With
                selection = total
              End If
            Else
              selection = i
            End If
            Exit For
          End If
        End If
      End With
    Next i
    If selection > 0 Then
      selectionx = game.mx - object(selection).x - Width / 2
      selectiony = game.my - object(selection).y - height / 2
    End If
  End If
 
  'handle selection
  If selection > 0 Then
    With object(selection)
      dx = game.mx - selectionx - .x - Width / 2
      dy = game.my - selectiony - .y - height / 2
      .xv += dx / 5000
      .yv += dy / 5000
    End With
  End If
 
  'move all
  For i As Integer = 1 To total
    With object(i)
      .xv *= .995
      .yv *= .995
      .x += .xv
      .y += .yv
      If i = selection Or Abs(.xv) + Abs(.yv) > .1 Then Continue For
      If .x < -Width Or .x > screen_width Then .garbage = true
      If .y < -height Or .y > screen_height Then .garbage = true
    End With
  Next i
 
  'break colliding bricks
  For i As Integer = 1 To total
    With object(i)
      If .style = brick_enum.levelup Then Continue For
     
      If enemy.lives > 0 Then
        If Abs((.x + Width / 2) - (enemy.paddlex + enemy.paddle_width / 2)) < (Width + enemy.paddle_width) / 2 Then
          If Abs((.y + height / 2) - (screen_height - enemy.paddle_height / 2)) < (height + enemy.paddle_height) / 2 Then
            .garbage = true
            game.score += 1
            enemy.lives -= 1
          End If
        End If
      End If
     
      For j As Integer = i + 1 To total
        If object(j).style = brick_enum.levelup Then Continue For
        If Abs(.x - object(j).x) < Width And Abs(.y - object(j).y) < height Then
          'the faster moving brick survives
          If Abs(.xv) + Abs(.yv) > Abs(object(j).xv) + Abs(object(j).yv) Then
            object(j).garbage = true
          Else
            .garbage = true
          End If
        End If
      Next j
    End With
  Next i
 
  'cleanup
  a = 1
  While a <= total
    If object(a).garbage Then
      If object(a).style = brick_enum.invincible Then invincicount -= 1
     
      total -= 1
      For i As Integer = a To total
        object(i) = object(i + 1)
      Next i
     
      If selection = a Then
        selection = 0
      Elseif selection > a Then
        selection -= 1
      End If
    Else
      a += 1
    End If
  Wend

End Sub

Sub brick_type.display()
  For i As Integer = 1 To total
    With object(i)
     
      Select Case .style
      Case brick_enum.normal
        Line (.x, .y) - Step(Width, height), .color, B
        For j As Integer = 0 To Width - line_step * 2 Step line_step
          Line (.x + j, .y + height) - Step(line_step * 2, -height), .color
        Next j
      Case brick_enum.invincible
        Line (.x, .y) - Step(Width, height), .color, BF
      Case brick_enum.levelup
        Line (.x, .y) - Step(Width, height), .color, BF
        Draw String (.x + Width / 2 - Len(lives & " hits") * 4, .y + height / 2 - 8), lives & " hits", &HFFFFFFFF
      End Select
    End With
  Next i
 
  If selection > 0 Then
    Line (object(selection).x + Width / 2, object(selection).y + height / 2) - (game.mx, game.my), &H40FFFFFF
  End If
End Sub

Sub enemy_type.reset()
  lives = start_lives
  speed = Sqr(2) ^ game.level / accuracy_multiplier
 
  ballx = screen_width / 2 - ball_radius
  bally = screen_height - paddle_height - ball_radius * 2
 
  ballxv = speed
  ballyv = -speed
 
  paddletx = screen_width / 2 - paddle_width / 2
  paddlex = paddletx
 
  ballcolor = randomColor()
  paddlecolor = randomColor()
End Sub

Sub enemy_type.move()
  Dim As Double dx, dy
 
  ballx += ballxv
  bally += ballyv
 
  If ballx < 0 Then ballxv = Abs(ballxv)
  If ballx + ball_radius * 2 > screen_width Then ballxv = -Abs(ballxv)
  If bally < 0 Then ballyv = Abs(ballyv)
  If bally + ball_radius * 2 > (screen_height - paddle_height) And lives > 0 Then ballyv = -Abs(ballyv)
 
  For i As Integer = 1 To brick.total
    With brick.object(i)
      dx = brick.width / 2 + ball_radius - Abs((.x + brick.width / 2) - (ballx + ball_radius))
      dy = brick.height / 2 + ball_radius - Abs((.y + brick.height / 2) - (bally + ball_radius))
      If dx < 0 Or dy < 0 Then Continue For
     
      Select Case .style
      Case brick_enum.normal
        .garbage = true
      Case brick_enum.invincible
        If ballx < 0 Or ballx + ball_radius * 2 > screen_width Then .garbage = true
        If bally < 0 Or bally + ball_radius * 2 > (screen_height - paddle_height) Then .garbage = true
      Case brick_enum.levelup
        If brick.lives > 0 Then brick.lives -= 1
      End Select
     
      If dx < dy Then
        ballx -= dx * Sgn((.x + brick.width / 2) - (ballx + ball_radius))
        ballxv *= -1
      Else
        bally -= dy * Sgn((.y + brick.height / 2) - (bally + ball_radius))
        ballyv *= -1
      End If
      Exit For
    End With
  Next i
 
  If lives <= 0 Then Return
 
  dy = screen_height - paddle_height - ball_radius * 2
  If ballyv > 0 Then
    dy = (dy - bally) / ballyv
  Else
    dy = (dy + bally) / -ballyv
  End If
  paddletx = ballx + ball_radius + dy * ballxv - paddle_width / 2
  If paddletx < 0 Then paddletx = 0
  If paddletx + paddle_width > screen_width Then paddletx = screen_width - paddle_width
 
  paddlex += (paddletx - paddlex) / 10 / accuracy_multiplier
End Sub

Sub enemy_type.display()
  Circle (ballx + ball_radius, bally + ball_radius), ball_radius, ballcolor,,, 1, F
  If lives > 0 Then Line (paddlex, screen_height) - Step(paddle_width, -paddle_height), paddlecolor, BF
End Sub

Sub game_type.reset()
  brick.reset()
  enemy.reset()
End Sub

Sub game_type.move()
  For i As Integer = 1 To accuracy_multiplier
    mxp = mx
    myp = my
    mbp = mb
    If Getmouse(mx, my,, mb) Then
      mx = mxp
      my = myp
      mb = mbp
    End If
   
    Select Case Inkey()
    Case "r"
      brick.lives = 0
    Case Chr(27), Chr(255, 107)
      System()
    End Select
   
    brick.move()
    enemy.move()
  Next i
End Sub

Sub game_type.display()
  brick.display()
  enemy.display()
End Sub

Sub game_type.titlescreen(text1 As String, text2 As String = "")
 
  #define x(text) screen_width / 2 - 32 * Len(text)
  #define show(text, y) PrintXY3(font8, x(text), y, text, &H20FFFFFF, -1, 8, true, true)
 
  startDisplayLoop()
    If displayframetotal > 2 seconds Then Exit Do
   
    startDisplayFrame()
      If displayframetotal > .5 seconds Then
        show(text1, screen_height * .3)
        show(text2, screen_height * .3 + 100)
      End If
    endDisplayFrame()
   
  endDisplayLoop()
 
End Sub

Sub game_type.play()
  'loop for a level
 
  Dim As Integer finalframes = 2 seconds
 
  Reset()
  titlescreen("Level " & level, "Score " & score)
 
  startDisplayLoop()
   
    If brick.lives <= 0 Or (enemy.lives <= 0 And enemy.bally > screen_height) Then finalframes -= 1
    If finalframes = 0 Then Exit Do
    move()
   
    startDisplayFrame()
      display()
    endDisplayFrame()
   
  endDisplayLoop()
 
  If brick.lives <= 0 Then
    titlescreen("Gameover!", "Score " & score)
  Else
    var percent = Cint(100 * brick.invincicount / brick.invincicountoriginal)
    var bonus = Cint(percent / 10)
    score += bonus
    titlescreen(percent & "% saved", "+" & bonus & " bonus")
  End If
End Sub

Sub game_type.run()
  'loop for a whole game
 
  brick.lives = brick.start_lives
  level = 0
  score = 0
 
  titlescreen("Revenge of", "the bricks!")
 
  Do
    level += 1
    play()
  Loop Until brick.lives <= 0
 
End Sub

#define imgoingtocall do :
#define forever : loop REM

Screenres screen_width, screen_height, 32,, fb.GFX_ALPHA_PRIMITIVES
Randomize(Timer())

imgoingtocall game.run() forever !!! :D
« Last Edit: January 02, 2010, 01:53:08 AM by KristopherWindsor » Logged

Lachie Dazdarian
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« Reply #52 on: January 02, 2010, 05:40:49 PM »

Interesting...

Not sure how playable it is. Just tried it out for a bit.

Do you plan to continue to work on this or this is it?
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KristopherWindsor
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« Reply #53 on: January 02, 2010, 06:37:50 PM »

Interesting...

Not sure how playable it is. Just tried it out for a bit.

Do you plan to continue to work on this or this is it?

That's it. Tongue
I mean, it was a game-in-a-day, not a game-in-two-days. Tongue
And as of two days ago, I wasn't sure if I was entering. Smiley
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« Reply #54 on: January 03, 2010, 08:11:09 AM »

Sure.

I just realized people won't restrict themselves on one day when the compo lasts almost two months...

Still, thanks for this contribution...
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"Things like Basic and Free Basic provide much-needed therapy and a return to sanity and a correct appreciation of people. The arrogant folk really hate a word like 'Basic' - fine, and good riddance." ~ pragmatist
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« Reply #55 on: January 03, 2010, 01:43:28 PM »

After shooting some magic into my code, I managed to get some basic texture support added. Big drawback in rendering though, everything jams up when you stand too close to a wall and look right into it.

Without lighting:


With basic lighting added:


Magenta being the placeholder for textures I haven't made yet. And yes, I realize that my walls now look like flying flags.

Here's the map file for what you are seeing: http://freefile.kristopherw.us/uploads/mitchell/intro.map.txt
Here's the texture image (yes, it's a text file, so shoot me): http://freefile.kristopherw.us/uploads/mitchell/brick1.image.txt
« Last Edit: January 03, 2010, 01:52:07 PM by Mitchell » Logged

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« Reply #56 on: January 03, 2010, 10:51:39 PM »

progress: basic game engine is almost done.
I need to add couple more hit detection for some stuff.
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« Reply #57 on: January 09, 2010, 09:19:35 AM »

Hi,
This is almost the finished version, changes include:

- Level counting method has changed
- Extra red dots/walls on later levels
- The game can now be paused
- Quitting needs to be confirmed
- Hi scores and stats now saved (save.dat)
- Changes to the timing method
- Basic sound added

Most of the changes are the 'niceties', e.g. whacking escape while playing won't exit the game instantly.

I've redone the timing (ugh..), hopefully it will run at a sensible speed on other pcs (will try other pcs next week)!

The sound is little more than a few blips but i do quite like the left/right effect. At least i should get 1 point in the sound category!

The main things on the to do list are:

* Difficulty prompt - There is no point in clever stuff on later levels if people are bored senseless by the repetition. By adding an easy option (where pac has just one life), it will give players the option to progress faster.

* Ghost names - The current names of One,Two etc are not that imaginative....

* Misc - Some animation on the menu screens to distract from all the empty black. More levels, more sounds...

The download is here:

http://ssjx.co.uk/windows/pacman-ghosts.php

Source is included. FMod is needed now due to the addition of sound.

Hey KW, i just tried your entry, very clever idea. I somehow got to level 2, it's either very difficult or i am doing it wrong! Smiley I definitely think you should turn it into a game-in-two-days!
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« Reply #58 on: January 09, 2010, 03:06:52 PM »

Ssjx, I don't know if there are multiple AI levels in your game, but shouldn't the Pacman be a bit smarter? Smiley

Hey KW, i just tried your entry, very clever idea. I somehow got to level 2, it's either very difficult or i am doing it wrong! Smiley I definitely think you should turn it into a game-in-two-days!

I got to level 12. Wink
Are you trying to break the paddle with the bricks right away? Because you should only need about 10 - 30 seconds on each level.

I'm going to be working on other things; there is so much to do. Smiley
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« Reply #59 on: January 09, 2010, 03:44:41 PM »

ssjx, I think I would prefer that ghost would not stop on each corner, but would just glide and only turn if I'm pressing the appropriate direction key on the corner. Also, not sure how much good is for ghost not to be able to change the direction.

Also, you sure the time when the ghosts can ve eaten by the pacman expires?

One more thing...please include challenging scores in the game's default high score table.
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"Things like Basic and Free Basic provide much-needed therapy and a return to sanity and a correct appreciation of people. The arrogant folk really hate a word like 'Basic' - fine, and good riddance." ~ pragmatist
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