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RuneLancer Mage
Joined: 17 Jun 2005 Posts: 441
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Posted: Mon Nov 07, 2005 1:32 pm Post subject: |
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Forgot to post this last night.
http://www.geocities.com/runelancer/junk/LANDBO13.BAS
I took the oldschool road and did something in QBasic. Basically it's a clone of Scorched Earth, only not playable and... well, there's no computer AI either. :P Just random shots. What's cool is the particle system this uses (and, y'know, the whole point): the ground explodes and debris pile up when shots are fired.
You may have to tweak the settings to get it to work (a few variables at the start). I'll try to get a compiled version posted for those of you without QBasic when I get back from work. _________________ Endless Saga
An OpenGL RPG in the making. Now with new hosting!
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white_door Icemonkey
Joined: 30 May 2002 Posts: 243 Location: New Zealand
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Posted: Mon Nov 07, 2005 3:37 pm Post subject: |
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qbasic eh... I wonder if it will work under dosbox.
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RuneLancer Mage
Joined: 17 Jun 2005 Posts: 441
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Posted: Mon Nov 07, 2005 5:49 pm Post subject: |
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Should work fine under DosBox, it's what I used to code it with. My monitor has a problem with 640x480x60hz and likes to try to render it as 800x600. Hello moving lines.
It kind of pisses me off; QBasic programming is junkfood for the mind. Great way to unwind from all that low-level code. :P _________________ Endless Saga
An OpenGL RPG in the making. Now with new hosting!
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Bjorn Demon Hunter
Joined: 29 May 2002 Posts: 1425 Location: Germany
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Posted: Tue Nov 08, 2005 10:01 am Post subject: |
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Adam wrote: | This dosen't qualify at all for the challange, but RuneLancers post reminded me of it. Dis was origanally made for the cloris call comp.
http://hulkamaniac.com/adam/bin/particles.rar
WASD to move around.
Q to quit |
Heh, sadly wine doesn't allow me to move around as keys in Allegro based games don't seem to work. Indeed bitmaps would probably look much better than pixel particles in this case. Strange was that this seemed to run at about 5 fps on my machine, while it was displaying that it would be running at 45, heh.
The use of vector graphics is pretty interesting. Do you still plan to release a game using this engine once?
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Ren Wandering Minstrel
Joined: 07 Aug 2004 Posts: 130 Location: turn around...
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Posted: Tue Nov 08, 2005 5:57 pm Post subject: |
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white_door wrote: | qbasic eh... I wonder if it will work under dosbox. |
It runs in FB just fine, if you replace that daft delay routine with "wait &h3da,8". Otherwise it runs too quick :). It's a nice peice of code though, pretty fun. _________________ Previous nicks: MidnightDreamer, The_Anarchist, Shroomasta.
ren-tek.net : BGC games and more!
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RuneLancer Mage
Joined: 17 Jun 2005 Posts: 441
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Posted: Tue Nov 08, 2005 10:54 pm Post subject: |
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[quote="Ren"] white_door wrote: |
It runs in FB just fine, if you replace that daft delay routine with "wait &h3da,8". Otherwise it runs too quick :). |
Thank you thank you thank you!! I frikin' needed that address! The only ones I remember now are the palette-related ones. :x _________________ Endless Saga
An OpenGL RPG in the making. Now with new hosting!
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Ren Wandering Minstrel
Joined: 07 Aug 2004 Posts: 130 Location: turn around...
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Posted: Wed Nov 09, 2005 2:55 pm Post subject: |
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RuneLancer wrote: | Ren wrote: | It runs in FB just fine, if you replace that daft delay routine with "wait &h3da,8". Otherwise it runs too quick :). |
Thank you thank you thank you!! I frikin' needed that address! The only ones I remember now are the palette-related ones. :x |
My elite QB knowledge wins again! Heh, it's a neat little trick to remember. In fact, I think it's the only wait command that FB emulates, and they included it specifically because it was so useful in QB back in the day :). There's a new abbreviation in FB too as I recall, which should be easier to remember. Except I forgot it, heh. I guess the old addresses are firmly entrenched in my mind :). There's a faster version too (wait &h3da,8,8) which you can use in a loop if you want things to run even quicker.
Here's something useful in case you forgot this too, the faster keyboard polling address is inp(&h60). It's a function, so assign it to a variable (obviously, heh). Obsoleted in FB by multikey, but it's useful if you still like do do things the old-skool way.
EDIT: quoted the misquote from runelancer without looking, heh. All fixed now. _________________ Previous nicks: MidnightDreamer, The_Anarchist, Shroomasta.
ren-tek.net : BGC games and more!
Last edited by Ren on Thu Nov 10, 2005 5:20 pm; edited 1 time in total
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white_door Icemonkey
Joined: 30 May 2002 Posts: 243 Location: New Zealand
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Posted: Thu Nov 10, 2005 4:21 am Post subject: |
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white_door wrote: |
It runs in FB just fine, if you replace that daft delay routine with "wait &h3da,8". Otherwise it runs too quick :). |
Hang on... I don't remember saying that.
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Adam Mage
Joined: 30 Dec 2002 Posts: 416 Location: Australia
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Posted: Thu Nov 10, 2005 9:05 am Post subject: |
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white_door wrote: | white_door wrote: |
It runs in FB just fine, if you replace that daft delay routine with "wait &h3da,8". Otherwise it runs too quick :). |
Hang on... I don't remember saying that. | I've learn't all my QBasic tricks and skills from white_door.
Quote: | The use of vector graphics is pretty interesting. Do you still plan to release a game using this engine once? | In the end i never liked the look as the image gor smaller. It really needed edge bluring like a real vector drawing program would do. It was in the ninja'd engine at the beginning, but later axed for bitmaps.
Perhaps oneday i might drag it back out if/when i move ot a 3d accelerated engine, but by that time i'll want to recode it all anyway. Altho i do have a fetish for old skool vector graphics so mebe one day i'll make a game that dosen't use filled polys... _________________ https://numbatlogic.com
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Bjorn Demon Hunter
Joined: 29 May 2002 Posts: 1425 Location: Germany
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Posted: Fri Nov 11, 2005 9:26 am Post subject: |
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Adam wrote: | In the end i never liked the look as the image gor smaller. It really needed edge bluring like a real vector drawing program would do. It was in the ninja'd engine at the beginning, but later axed for bitmaps.
Perhaps oneday i might drag it back out if/when i move ot a 3d accelerated engine, but by that time i'll want to recode it all anyway. Altho i do have a fetish for old skool vector graphics so mebe one day i'll make a game that dosen't use filled polys... |
Maybe you should look into Cairo. It's a 2D graphics library which seems would provide you with a handy interface for drawing these kind of graphics. But unless you can use its OpenGL acceleration (which is still experimental I think), it probably won't be fast enough.
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Sat Nov 19, 2005 3:12 pm Post subject: |
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RuneLancer wrote: | Forgot to post this last night.
http://www.geocities.com/runelancer/junk/LANDBO13.BAS
I took the oldschool road and did something in QBasic. Basically it's a clone of Scorched Earth, only not playable and... well, there's no computer AI either. :P Just random shots. What's cool is the particle system this uses (and, y'know, the whole point): the ground explodes and debris pile up when shots are fired.
You may have to tweak the settings to get it to work (a few variables at the start). I'll try to get a compiled version posted for those of you without QBasic when I get back from work. |
VERRRY impressive!
:D
I'm going to make a rewrite in C++ later if thats okay with you. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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RuneLancer Mage
Joined: 17 Jun 2005 Posts: 441
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Posted: Mon Nov 21, 2005 11:36 pm Post subject: |
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DeveloperX wrote: |
I'm going to make a rewrite in C++ later if thats okay with you. |
Actually, it isn't. One of my pet peeves about programming is open source and the (re)use of it; I see that as cheating, and it goes against absolutely everything I believe in in hobby programming. I don't mind if you base yourself on the algorithms I've used all you want, they're not exactly well-guarded secrets anyways. :P But the source is not to be used in any form other than as a learning aid. Learn from it, but don't plagiarise, rewrite, copy, or otherwise do anything but write your own code with your own understanding of the algorithms, not mine.
I'd appreciate it if you respected that. :) And I think you could learn a lot more that way. _________________ Endless Saga
An OpenGL RPG in the making. Now with new hosting!
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Tue Nov 29, 2005 2:49 am Post subject: |
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RuneLancer wrote: |
Actually, it isn't. One of my pet peeves about programming is open source and the (re)use of it; I see that as cheating, and it goes against absolutely everything I believe in in hobby programming. I don't mind if you base yourself on the algorithms I've used all you want, they're not exactly well-guarded secrets anyways. :P But the source is not to be used in any form other than as a learning aid. Learn from it, but don't plagiarise, rewrite, copy, or otherwise do anything but write your own code with your own understanding of the algorithms, not mine.
I'd appreciate it if you respected that. :) And I think you could learn a lot more that way. |
As you wish. I've deleted the source, and I shall not port the source to c++. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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