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How experienced are you in Qbasic |
None |
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25% |
[ 5 ] |
A little |
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15% |
[ 3 ] |
A fair amount |
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15% |
[ 3 ] |
A lot |
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45% |
[ 9 ] |
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Total Votes : 20 |
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NinthTech Lowly Slime
Joined: 14 Sep 2004 Posts: 3
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Posted: Tue Sep 14, 2004 4:31 pm Post subject: QBasic RPG help |
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Hey everyone. I'm looking to get some people together to help me work on a large QBasic RPG I'm making. Anyone that has any ideas or suggestions please tell. I'm a beginning programmer and I've got the basic of the game set up. Thanks _________________ NinthTech
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Bjorn Demon Hunter
Joined: 29 May 2002 Posts: 1425 Location: Germany
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Posted: Tue Sep 14, 2004 5:59 pm Post subject: |
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Well I used to know a fair amount, but it being at least 4 years since I last wrote something in QB, I voted a little. Good luck on the game, especially on coping with all the people that'll tell you not to do it in QB. Did I mention you shouldn't do it in QB? ;-)
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SyntheticElephant Lowly Slime
Joined: 04 Apr 2004 Posts: 4 Location: New York
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Posted: Tue Sep 14, 2004 6:06 pm Post subject: |
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My big piece of advice:
Planning, planning, and more planning.
You should have every aspect of the game thought out, written down, criticism tested. If you have a good idea of what you are setting out to accomplish, it will save you a hell of a lot of frustration. I'd reccomend searching the internet for design patterns and documentation help. To even shorten the search further, www.gamedev.net has a lot of good articles dedicated to developmental planning.
Other than that, good luck.
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Ninkazu Demon Hunter
Joined: 08 Aug 2002 Posts: 945 Location: Location:
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Posted: Tue Sep 14, 2004 8:23 pm Post subject: |
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Contact me on AIM, MSN or ICQ. I know a lot. (click my name next to this post to get the contact info)
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NinthTech Lowly Slime
Joined: 14 Sep 2004 Posts: 3
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Posted: Tue Sep 14, 2004 11:54 pm Post subject: Artwork |
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Anyone that is not creatively challenge(as I am) please feel free to email or IM me with Artwork that you have created that I could use. Anything at all would be helpful. Thanks _________________ NinthTech
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BadMrBox Bringer of Apocalypse
Joined: 26 Jun 2002 Posts: 1022 Location: Dark Forest's of Sweden
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Posted: Thu Sep 16, 2004 2:02 pm Post subject: |
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Hey there NinthTech. First off you should find yourself a good library to use. If you dont have that, download GSLib. It's good, easy to use and works with WindowsXP. And for Gods sake use QB4.5, not QB7.x. It would be fun to be able to help you with the game but it's kind of hard to figure out what to help out with when I only now the fact that you are going to do a large RPG.
Anyway, long live QB!!! _________________
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NinthTech Lowly Slime
Joined: 14 Sep 2004 Posts: 3
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Posted: Thu Sep 16, 2004 5:00 pm Post subject: ideas |
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Sorry about the lack on info. I havent really decided on much, thats why i posted this.lol. Any ideas are welcome. I'm planning on large maps, random events to salvage re-playablilty, more than one difficulty level, NPCs, the usually. Any ideas are welcome. Thanks _________________ NinthTech
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Barok Stephen Hawking
Joined: 26 Nov 2002 Posts: 248 Location: Bushland of Canada
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Posted: Tue Sep 21, 2004 1:03 am Post subject: |
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here's my opinion: don't start too big. In other words, don't be like me. ;) When i started, i had such big plans that i was not capable of... i'm much closer to those plans now though than i ever was. And it was what? Only 2 years? ;)
I recommend rellib myself, but pretty much any lib will work, yeah... I myself ain't using any lib, yet i manage fairly well. _________________ Adosorken: I always liked slutty 10th graders...
Rhiannon: *Slap!*
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BadMrBox Bringer of Apocalypse
Joined: 26 Jun 2002 Posts: 1022 Location: Dark Forest's of Sweden
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Posted: Sat Oct 09, 2004 8:16 pm Post subject: |
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What functions have rellib and where can you download it? _________________
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Barok Stephen Hawking
Joined: 26 Nov 2002 Posts: 248 Location: Bushland of Canada
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Posted: Wed Oct 13, 2004 6:53 am Post subject: |
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Quote: | DEFINT A-Z
DECLARE SUB RelTriF (BYVAL DestSeg%, BYVAL x1%, BYVAL y1%, BYVAL x2%, BYVAL y2%, BYVAL x3%, BYVAL y3%, BYVAL C%)
DECLARE SUB RelTriFTrans (BYVAL DestSeg%, BYVAL x1%, BYVAL y1%, BYVAL x2%, BYVAL y2%, BYVAL x3%, BYVAL y3%, BYVAL C%)
DECLARE SUB RelTriG (BYVAL DestSeg%, BYVAL x1%, BYVAL y1%, BYVAL c1%, BYVAL x2%, BYVAL y2%, BYVAL c2%, BYVAL x3%, BYVAL y3%, BYVAL c3%)
DECLARE SUB RelTriT (BYVAL DestSeg%, BYVAL x1%, BYVAL y1%, BYVAL u1%, BYVAL v1%, BYVAL x2%, BYVAL y2%, BYVAL u2%, BYVAL v2%, BYVAL x3%, BYVAL y3%, BYVAL u3%, BYVAL v3%, BYVAL Tseg%, BYVAL Toff%)
'/======================SCREEN SWITCHING===================================
DECLARE SUB RelInitText ()
DECLARE SUB RelInitVGA13 ()
'/======================SCREEN BUFFER======================================
DECLARE SUB RelPCopy (BYVAL DestSeg%, BYVAL SrcSeg%)
DECLARE SUB RelPcopyTrans (BYVAL DestSeg%, BYVAL SrcSeg%)
DECLARE SUB RelPcopyTransB (BYVAL DestSeg%, BYVAL SrcSeg%)
DECLARE SUB RelPcopyBlended (BYVAL DestSeg%, BYVAL SrcSeg%)
DECLARE SUB RelPCopySF (BYVAL DestSeg%, BYVAL SrcSeg%)
DECLARE SUB RelPCopyGamma (BYVAL DestSeg%, BYVAL SrcSeg%, BYVAL GammaVal%)
DECLARE SUB RelCompress (BYVAL DestSeg%, BYVAL DestOff%, BYVAL SrcSeg%)
DECLARE SUB RelCLS (BYVAL DestSeg%, BYVAL C%)
DECLARE SUB RelPageSwap (BYVAL DestSeg%, BYVAL SrcSeg%)
DECLARE SUB RelCopyLineH (BYVAL DestSeg%, BYVAL SrcSeg%, BYVAL Ypos%)
DECLARE SUB RelCopyLineV (BYVAL DestSeg%, BYVAL SrcSeg%, BYVAL Xpos%)
DECLARE SUB RelCopyBlock (BYVAL DestSeg%, BYVAL SrcSeg%, BYVAL x1%, BYVAL y1%, BYVAL x2%, BYVAL y2%)
DECLARE SUB RelGammaBlock (BYVAL DestSeg%, BYVAL x1%, BYVAL y1%, BYVAL x2%, BYVAL y2%, BYVAL GammaVal%)
DECLARE SUB RelWrapX (BYVAL DestSeg%, BYVAL SrcSeg%, BYVAL x%)
'/======================DRAWING PRIMITIVES=================================
DECLARE SUB RelPset (BYVAL DestSeg%, BYVAL x%, BYVAL y%, BYVAL C%)
DECLARE SUB RelPsetF (BYVAL DestSeg%, BYVAL x%, BYVAL y%, BYVAL C%)
DECLARE SUB RelPsetTrans (BYVAL DestSeg%, BYVAL x%, BYVAL y%, BYVAL C%)
DECLARE SUB RelBoxF (BYVAL DestSeg%, BYVAL x1%, BYVAL y1%, BYVAL x2%, BYVAL y2%, BYVAL C%)
DECLARE SUB RelBoxTransF (BYVAL DestSeg%, BYVAL x1%, BYVAL y1%, BYVAL x2%, BYVAL y2%, BYVAL C%)
DECLARE SUB RelBox (BYVAL DestSeg%, BYVAL x1%, BYVAL y1%, BYVAL x2%, BYVAL y2%, BYVAL C%)
DECLARE SUB RelBoxTrans (BYVAL DestSeg%, BYVAL x1%, BYVAL y1%, BYVAL x2%, BYVAL y2%, BYVAL C%)
DECLARE SUB RelLine (BYVAL DestSeg%, BYVAL x1%, BYVAL y1%, BYVAL x2%, BYVAL y2%, BYVAL C%)
DECLARE SUB RelLineTrans (BYVAL DestSeg%, BYVAL x1%, BYVAL y1%, BYVAL x2%, BYVAL y2%, BYVAL C%)
DECLARE SUB RelLineH (BYVAL DestSeg%, BYVAL x1%, BYVAL y1%, BYVAL x2%, BYVAL C%)
DECLARE SUB RelLineV (BYVAL DestSeg%, BYVAL x1%, BYVAL y1%, BYVAL y2%, BYVAL C%)
DECLARE SUB RelLineTransV (BYVAL DestSeg%, BYVAL x1%, BYVAL y1%, BYVAL y2%, BYVAL C%)
DECLARE SUB RelLineTransH (BYVAL DestSeg%, BYVAL x1%, BYVAL y1%, BYVAL x2%, BYVAL C%)
'/======================SPRITE=============================================
DECLARE SUB RelSprite (BYVAL DestSeg%, BYVAL x%, BYVAL y%, BYVAL SPRITESEGMENT%, BYVAL SPRITEOFFSET%)
DECLARE SUB RelSpriteSolid (BYVAL DestSeg%, BYVAL x%, BYVAL y%, BYVAL SPRITESEGMENT%, BYVAL SPRITEOFFSET%)
DECLARE SUB RelSpriteFast (BYVAL DestSeg%, BYVAL x%, BYVAL y%, BYVAL SPRITESEGMENT%, BYVAL SPRITEOFFSET%)
DECLARE SUB RelSpriteTrans (BYVAL DestSeg%, BYVAL x%, BYVAL y%, BYVAL SPRITESEGMENT%, BYVAL SPRITEOFFSET%)
DECLARE SUB RelSpriteSF (BYVAL DestSeg%, BYVAL x%, BYVAL y%, BYVAL SPRITESEGMENT%, BYVAL SPRITEOFFSET%)
DECLARE SUB RelSpriteColor (BYVAL DestSeg%, BYVAL x%, BYVAL y%, BYVAL SPRITESEGMENT%, BYVAL SPRITEOFFSET%, BYVAL C%)
DECLARE SUB RelSpriteColorX (BYVAL DestSeg%, BYVAL x%, BYVAL y%, BYVAL SPRITESEGMENT%, BYVAL SPRITEOFFSET%, BYVAL C%, BYVAL STARTC%)
DECLARE SUB RelSpriteSolidX (BYVAL DestSeg%, BYVAL SrcSeg%, BYVAL x1%, BYVAL y1%, BYVAL x2%, BYVAL y2%, BYVAL NewX%, BYVAL NewY%)
DECLARE SUB RelSpriteGamma (BYVAL DestSeg%, BYVAL x%, BYVAL y%, BYVAL SPRITESEGMENT%, BYVAL SPRITEOFFSET%, BYVAL GammaVal%)
DECLARE SUB RelSpriteRotate (BYVAL DestSeg%, BYVAL x%, BYVAL y%, BYVAL Angle%, BYVAL SprSeg%, BYVAL SprOff%)
DECLARE SUB RelSpriteRotateTrans (BYVAL DestSeg%, BYVAL x%, BYVAL y%, BYVAL Angle%, BYVAL SprSeg%, BYVAL SprOff%)
DECLARE SUB RelSpriteFlip (BYVAL DestSeg%, BYVAL x%, BYVAL y%, BYVAL SPRITESEGMENT%, BYVAL SPRITEOFFSET%, BYVAL Flipmode%)
DECLARE SUB RelSpriteFlipT (BYVAL DestSeg%, BYVAL x%, BYVAL y%, BYVAL SPRITESEGMENT%, BYVAL SPRITEOFFSET%, BYVAL Flipmode%)
DECLARE SUB RelSpriteFlipG (BYVAL DestSeg%, BYVAL x%, BYVAL y%, BYVAL SPRITESEGMENT%, BYVAL SPRITEOFFSET%, BYVAL Flipmode%, BYVAL GammaVal%)
DECLARE SUB RelSpriteFlipC (BYVAL DestSeg%, BYVAL x%, BYVAL y%, BYVAL SPRITESEGMENT%, BYVAL SPRITEOFFSET%, BYVAL Flipmode%, BYVAL Clr%)
DECLARE SUB RelGet (BYVAL DestSeg%, BYVAL x1%, BYVAL y1%, BYVAL x2%, BYVAL y2%, BYVAL SprSeg%, BYVAL SprOff%)
'/======================COLLISION DETECTION=================================
DECLARE FUNCTION RelCollide% (BYVAL DestSeg%, BYVAL x%, BYVAL y%, BYVAL SPRITESEGMENT%, BYVAL SPRITEOFFSET%)
DECLARE FUNCTION RelCollideSpr% (BYVAL SPR1X%, BYVAL SPR1Y%, BYVAL SPR1SEGMENT%, BYVAL SPR1OFFSET%, BYVAL SPR2X%, BYVAL SPR2Y%, BYVAL SPR2SEGMENT%, BYVAL SPR2OFFSET%)
DECLARE FUNCTION RelCollideSprB% (BYVAL SPR1X%, BYVAL SPR1Y%, BYVAL SPR1SEGMENT%, BYVAL SPR1OFFSET%, BYVAL SPR2X%, BYVAL SPR2Y%, BYVAL SPR2SEGMENT%, BYVAL SPR2OFFSET%)
'/======================KEYBOARD============================================
DECLARE SUB RelKeyBoardON ()
DECLARE SUB RelKeyBoardOFF ()
DECLARE FUNCTION RelKey% (BYVAL Scancode%)
'/======================FONT================================================
DECLARE SUB RelPrint (DestSeg%, x%, y%, Font$, Mincolor%, Italic%)
DECLARE SUB RelPrintS (DestSeg%, x%, y%, Font$, Mincolor%, Xscale%, Yscale%, Italic%)
DECLARE SUB RelPrintTransS (DestSeg%, x%, y%, Font$, Mincolor%, Xscale%, Yscale%, Italic%)
DECLARE SUB RelScoreTrans256 (DestSeg%, x%, y%, Score&, Centered%, FontArray%(), FontArrayIndex%())
DECLARE SUB RelScore256 (DestSeg%, x%, y%, Score&, Centered%, FontArray%(), FontArrayIndex%())
DECLARE SUB RelFontFixedT256 (DestSeg%, x%, y%, Text$, Centered%, FontArray%(), FontArrayIndex%())
DECLARE SUB RelFontFixed256 (DestSeg%, x%, y%, Text$, Centered%, FontArray%(), FontArrayIndex%())
DECLARE SUB RelFontTrans256 (DestSeg%, x%, y%, Text$, Centered%, FontArray%(), FontArrayIndex%())
DECLARE SUB RelFont256 (DestSeg%, x%, y%, Text$, Centered%, FontArray%(), FontArrayIndex%())
DECLARE SUB RelScoreGamma256 (DestSeg%, x%, y%, Score&, Centered%, GammaVal%, FontArray%(), FontArrayIndex%())
DECLARE SUB RelFontGamma256 (DestSeg%, x%, y%, Text$, Centered%, GammaVal%, FontArray%(), FontArrayIndex%())
'/======================MEMORY==============================================
DECLARE SUB RelMemCopy (BYVAL DestSeg%, BYVAL DestOff%, BYVAL SrcSeg%, BYVAL SrcOff%, BYVAL NumBytes%)
DECLARE SUB RelAddHI (BYVAL SEGINTVAL%, BYVAL OFFINTVAL%, BYVAL BYTEVAL%)
DECLARE SUB RelAddLOW (BYVAL SEGINTVAL%, BYVAL OFFINTVAL%, BYVAL BYTEVAL%)
DECLARE FUNCTION RelGetHI (BYVAL Intval%)
DECLARE FUNCTION RelGetLow (BYVAL Intval%)
'/======================MOUSE===============================================
DECLARE SUB RelMouseShow ()
DECLARE SUB RelMouseHide ()
DECLARE SUB RelMouseReset ()
DECLARE SUB RelMouseLimitXY (BYVAL MinX%, BYVAL MinY%, BYVAL MaxX%, BYVAL MaxY%)
DECLARE SUB RelMouseSetXY (BYVAL x%, BYVAL y%)
DECLARE FUNCTION RelMouseX% ()
DECLARE FUNCTION RelMouseY% ()
DECLARE FUNCTION RelMouseClick% ()
DECLARE FUNCTION RelMouseDetect% ()
DECLARE FUNCTION RelMouseInside (BYVAL MinX%, BYVAL MinY%, BYVAL MaxX%, BYVAL MaxY%)
'/======================IMAGES==============================================
DECLARE FUNCTION RelLoadBMP% (Layer%, x%, y%, File$, Pal$, SwitchPal%)
DECLARE FUNCTION RelLoadPCX% (Layer%, x%, y%, File$, Pal$, SwitchPal%)
'/======================PALETTES============================================
DECLARE SUB RelReadRGB (ColorVal%, R%, G%, B%)
DECLARE SUB RelWriteRGB (ColorNum%, R%, G%, B%)
DECLARE SUB RelReadPal (PalString$)
DECLARE SUB RelFade (R%, G%, B%, Counts%)
DECLARE SUB RelFadeStep (StartCol%, EndCol%, R%, G%, B%)
DECLARE SUB RelFadeToPal (PalString$, Counts%)
DECLARE SUB RelFadeToPalStep (StartCol%, EndCol%, PalString$)
DECLARE SUB RelFadeToPalX (StartCol%, EndCol%, PalString$, Counts%)
DECLARE SUB RelFadeX (StartCol%, EndCol%, R%, G%, B%, Counts%)
DECLARE SUB RelLoadPal (File$, PalString$, Switch%)
DECLARE SUB RelLoadPalPP256 (File$)
DECLARE SUB RelNegativePal ()
DECLARE SUB RelRotatePalB (StartCol%, EndCol%)
DECLARE SUB RelRotatePalF (StartCol%, EndCol%)
DECLARE SUB RelSavePal (File$)
DECLARE SUB RelSwitchToPal (PalString$)
'/======================OnSprite SUBS/FUNCTION==============================
'Special procedures Allegro Style!!! Joakim's subs :*)
DECLARE SUB RelPsetOnSprite (BYVAL DESTSprSEG%, BYVAL DESTSprOFF%, BYVAL x%, BYVAL y%, BYVAL C%)
DECLARE SUB RelPsetOnSpriteT (BYVAL DESTSprSEG%, BYVAL DESTSprOFF%, BYVAL x%, BYVAL y%, BYVAL C%)
DECLARE SUB RelSpriteOnSprite (BYVAL DESTSprSEG%, BYVAL DESTSprOFF%, BYVAL x%, BYVAL y%, BYVAL SprSeg%, BYVAL SprOff%)
DECLARE SUB RelSpriteOnSpriteS (BYVAL DESTSprSEG%, BYVAL DESTSprOFF%, BYVAL x%, BYVAL y%, BYVAL SprSeg%, BYVAL SprOff%)
DECLARE FUNCTION RelPointOnSprite% (BYVAL DESTSprSEG%, BYVAL DESTSprOFF%, BYVAL x%, BYVAL y%)
'/======================XMS SUBS/FUNCTION===================================
DECLARE FUNCTION RelXmsInit% ()
DECLARE FUNCTION RelXmsGetFree& ()
DECLARE FUNCTION RelXmsGetTotal& ()
DECLARE FUNCTION RelXmsAllocate% (BYVAL AmountKbs&)
DECLARE SUB RelXmsDeallocate (BYVAL xmsHandle%)
DECLARE SUB RelXMSFromBase (BYVAL BaseSeg%, BYVAL BaseOFF&, BYVAL xmsHandle%, BYVAL XMSOffset&, BYVAL Length&)
DECLARE SUB RelXMStoBase (BYVAL BaseSeg%, BYVAL BaseOFF&, BYVAL xmsHandle%, BYVAL XMSOffset&, BYVAL Length&)
DECLARE SUB RelXMSPut (BYVAL Layer%, BYVAL x%, BYVAL y%, BYVAL SprSeg%, BYVAL SprOff%, BYVAL Flipmode%, BYVAL DummySeg%, BYVAL xmsHandle%)
DECLARE SUB RelXMSPutT (BYVAL Layer%, BYVAL x%, BYVAL y%, BYVAL SprSeg%, BYVAL SprOff%, BYVAL Flipmode%, BYVAL DummySeg%, BYVAL xmsHandle%)
DECLARE SUB RelXMSPutC (BYVAL Layer%, BYVAL x%, BYVAL y%, BYVAL SprSeg%, BYVAL SprOff%, BYVAL Flipmode%, BYVAL Clr%, BYVAL DummySeg%, BYVAL xmsHandle%)
DECLARE SUB RelXMSPutG (BYVAL Layer%, BYVAL x%, BYVAL y%, BYVAL SprSeg%, BYVAL SprOff%, BYVAL Flipmode%, BYVAL Gamma%, BYVAL DummySeg%, BYVAL xmsHandle%)
DECLARE SUB RelXMSPutS (BYVAL Layer%, BYVAL x%, BYVAL y%, BYVAL SprSeg%, BYVAL SprOff%, BYVAL DummySeg%, BYVAL xmsHandle%)
DECLARE SUB RelAddXMSTileIndex (DestTile() AS ANY, SourceTile() AS ANY)
DECLARE SUB RelTile2Xms (Filename$, Tile() AS ANY, xmsHandle%, XmsStartOFF&, XmsEndOFF&)
DECLARE SUB RelFontXms (DestSeg%, x%, y%, Text$, Centered%, XmsFont() AS ANY, Flipmode%, xmsHandle%)
'/======================Misc GFX============================================
DECLARE SUB RelWater (BYVAL DestSeg%, BYVAL SourceSeg%)
DECLARE SUB RelSmooth (BYVAL Layer%, BYVAL x1%, BYVAL y1%, BYVAL x2%, BYVAL y2%)
DECLARE SUB RelPsetWu (Layer%, x!, y!, Clr%)
DECLARE SUB RelPsetWu16 (Layer%, x!, y!, Clr%)
DECLARE SUB RelLensMap (Dest%, Src%, x%, y%, Radius%, sheight%, Mode%)
DECLARE SUB RelSphereMap (Layer%, x%, y%, xoff%, yoff%, Radius%, sheight%, Image%(), ImageOffs%, Mode%)
'/======================Mode 7================================================
DECLARE SUB RelMode7Map (Layer%, x1%, y1%, x2%, y2%, Angle%, scalex%, scaley%, scalez%, Horz%, camx!, camy!, Texture%(), TextureOffset%, Map%())
DECLARE SUB RelMode7 (Layer%, x1%, y1%, x2%, y2%, Angle%, scalex%, scaley%, scalez%, Horz%, camx!, camy!, Texture%(), TextureOffset%)
'/======================FUNCTIONS===========================================
DECLARE FUNCTION RelSize% (BYVAL x1%, BYVAL y1%, BYVAL x2%, BYVAL y2%)
DECLARE FUNCTION RelPoint% (BYVAL DestSeg%, BYVAL x%, BYVAL y%)
DECLARE FUNCTION RelInside% (BYVAL x%, BYVAL y%, BYVAL x1%, BYVAL y1%, BYVAL x2%, BYVAL y2%)
DECLARE FUNCTION RelInsideC% (BYVAL x%, BYVAL y%, BYVAL XC%, BYVAL YC%, BYVAL Radius%)
DECLARE FUNCTION RelAngle% (BYVAL x1%, BYVAL y1%, BYVAL x2%, BYVAL y2%)
DECLARE FUNCTION RelInsideT% (BYVAL x%, BYVAL y%, BYVAL x1%, BYVAL y1%, BYVAL x2%, BYVAL y2%, BYVAL x3%, BYVAL y3%)
'/======================File================================================
DECLARE FUNCTION RelFindFile$ (Mask$, Attribute%)
'/======================MISC================================================
DECLARE SUB RelWait ()
DECLARE SUB RelDelay (BYVAL Msec%)
DECLARE SUB RelFfix ()
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those are the functions in rellib. :*) IF you don't want some of them, you can delete the name of the function in the .bi file to get some extra space.
Nice thing about rellib, is that it has alot of functions that you may want or may not want. ;)
you can download the latest version at rel.betterwebber.com _________________ Adosorken: I always liked slutty 10th graders...
Rhiannon: *Slap!*
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BadMrBox Bringer of Apocalypse
Joined: 26 Jun 2002 Posts: 1022 Location: Dark Forest's of Sweden
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Posted: Fri Oct 22, 2004 10:04 pm Post subject: |
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Thank you for the sub n' function list. That's alot of useful stuff indeed. Now, for the final bonecrushing blow to my head, does it work with Windows XP? Does it use EMS, if so I cry... long and vicious. Say that it doesn't. And is relmode7 what i think it is? I have been pulling my hair off for one of thoose subs. _________________
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Sun Oct 24, 2004 6:44 am Post subject: |
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In all honesty, I recommend Javascript over QB. >_<
Sphere is made just for the kind of project you want to make. You should look into it.
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Joakim Tenshi's Bitch (Peach says "Suck it!")
Joined: 05 Apr 2004 Posts: 64
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Posted: Sun Oct 24, 2004 3:44 pm Post subject: |
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And I recommend brainfuck over Javascript ;)
I've been toying a with javascript and made a dropdown menu, and God, was that a pain. Javascript is a pathetic excuse for dynamic websites! If I had the tools, I'd teach myself flash. No wait. I would just make a page without all this fancy, time consuming stuff. And for graphics. Dear God, creating a full game in Javascript would be like eating a boot with a spoon. Hard, akward and not very fun. Yeah.
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janus Mage
Joined: 29 Jun 2002 Posts: 464 Location: Issaquah, WA
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Posted: Sun Oct 24, 2004 8:36 pm Post subject: |
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Joakim wrote: | And I recommend brainfuck over Javascript ;)
I've been toying a with javascript and made a dropdown menu, and God, was that a pain. Javascript is a pathetic excuse for dynamic websites! If I had the tools, I'd teach myself flash. No wait. I would just make a page without all this fancy, time consuming stuff. And for graphics. Dear God, creating a full game in Javascript would be like eating a boot with a spoon. Hard, akward and not very fun. Yeah. | Flash uses javascript.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Sun Oct 24, 2004 9:01 pm Post subject: |
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Not really- flashes actionscript is similiar to javascript, but more like Lingo than anything else. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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