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RuneLancer
Mage


Joined: 17 Jun 2005
Posts: 441

PostPosted: Mon Nov 07, 2005 1:32 pm    Post subject: [quote]

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.
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white_door
Icemonkey


Joined: 30 May 2002
Posts: 243
Location: New Zealand

PostPosted: Mon Nov 07, 2005 3:37 pm    Post subject: [quote]

qbasic eh... I wonder if it will work under dosbox.
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RuneLancer
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Joined: 17 Jun 2005
Posts: 441

PostPosted: Mon Nov 07, 2005 5:49 pm    Post subject: [quote]

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
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Tue Nov 08, 2005 10:01 am    Post subject: [quote]

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
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Joined: 07 Aug 2004
Posts: 130
Location: turn around...

PostPosted: Tue Nov 08, 2005 5:57 pm    Post subject: [quote]

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.
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RuneLancer
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Joined: 17 Jun 2005
Posts: 441

PostPosted: Tue Nov 08, 2005 10:54 pm    Post subject: [quote]

[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
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Ren
Wandering Minstrel


Joined: 07 Aug 2004
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PostPosted: Wed Nov 09, 2005 2:55 pm    Post subject: [quote]

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.
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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

PostPosted: Thu Nov 10, 2005 4:21 am    Post subject: [quote]

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

PostPosted: Thu Nov 10, 2005 9:05 am    Post subject: [quote]

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...
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Fri Nov 11, 2005 9:26 am    Post subject: [quote]

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

PostPosted: Sat Nov 19, 2005 3:12 pm    Post subject: [quote]

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.
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RuneLancer
Mage


Joined: 17 Jun 2005
Posts: 441

PostPosted: Mon Nov 21, 2005 11:36 pm    Post subject: [quote]

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.
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Tue Nov 29, 2005 2:49 am    Post subject: [quote]

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++.
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