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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Fri Sep 10, 2004 7:16 am Post subject: |
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LeoDraco wrote: | You know, that's generally what a hotwired in-game key for taking screenshots is for. |
the game is done in qb.
if you would like to share some qb code for that, I would be most grateful. _________________ Principal Software Architect
Rambling Indie Games, LLC
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Fri Sep 10, 2004 7:30 am Post subject: |
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adam wrote: | I don't think a training mode is needed, just one or two realy simple levels at the start.
I'm just saying that if you want to sell as many copies as possible you have to be as easy to buy as possible. Having to make a paypal account to buy the game is too complex for some people. Using a zip file is too complex for some people.
If you wan't to sell copies you have to do everything you can to get people to buy. Even then people may not like the product.
But i guess if you are not even going to do your best with graphics it doesn't matter. |
the levels are not that hard to begin with, just wait a few seconds, and time your flight.
what would YOU do then, if PayPal isn't your cup o tea?
about the graphics.. this was just to make a point to someone.
the second game, Brekain Crisis, will indeed have bitmapped graphics, and weapons, and a lot longer levels, ai, etc..it is being worked on in c++ and allegro, and well, with that contest looming ahead.. I'm placing BC(hehe) on hold for a few days/weeks, as I work on a friggin engine to use for my entry (as I don't have one available at this time)
anyway, Nadierian Chaos _is_ a completed game, and I don't care what others really think about it, because to me, it is a major accomplishment to have finally seen a project from start to finish. This, in itself has taught me alot of things, and I am very happy to have completed it.
I am ready to move on to better projects, such as BC, and the third game, Return to Nadier......anyway, I'm going to bed, my back is killing me. (19 hours in this damned office chair)
goodnight all.
Thanks for your time downloading,playing, and criticizing my game. I still hope that someone around here will buy it.. hehe.. its less than a buck ;)
lol, goodnight, if I don't stop typing, I'll never get to bed..gah, must---stop-----fingers----heh. GOODNIGHT. _________________ Principal Software Architect
Rambling Indie Games, LLC
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Adam Mage
Joined: 30 Dec 2002 Posts: 416 Location: Australia
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Posted: Fri Sep 10, 2004 8:07 am Post subject: |
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No one is going to buy a game just beacuse it costs a buck. Thats why you need to do all these little annoying things to make the game worth their time and effort to purchace.
Customers don't care what point you proved to some guy. They'd prefer that you made the game as good looking as possible.
Craziliy enough, by following the link i sent you above and having a look around you would have gotten a link to this site. But since we are not big on research, this seems like a place that will take peoples money without requireing them to join. _________________ https://numbatlogic.com
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Fri Sep 10, 2004 4:04 pm Post subject: |
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adam wrote: | No one is going to buy a game just because it costs a buck. Thats why you need to do all these little annoying things to make the game worth their time and effort to purchace.
Customers don't care what point you proved to some guy. They'd prefer that you made the game as good looking as possible.
Craziliy enough, by following the link i sent you above and having a look around you would have gotten a link to this site. But since we are not big on research, this seems like a place that will take peoples money without requireing them to join. |
just to tell you that swreg place sucks. they want to charge _me_ for each item I sell. screw that. _________________ Principal Software Architect
Rambling Indie Games, LLC
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Sat Sep 11, 2004 2:39 am Post subject: |
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Well I'll buy a copy shortly, not because I think it's a good game (because I don't) but because you seem dedicated to making it better.
I noticed that it's using the PC speaker. :P Try this instead. It may not work because it is untested for reasons that may be immediately obvious. If it doesn't then feel free to debug it, shouldn't be hard. Also, programming SoundBlaster sound effects is simple, and XP compatible if it's done right. See the SoundBlaster programming guide in the PCGPE to find out how to program large, detailed effects, although in the case of this game the following may suffice.
Code: |
DECLARE SUB SoundCard.Reset ()
DECLARE SUB SoundCard.Write (Target%)
DECLARE SUB SoundCard.PlaySample (Target%)
DECLARE SUB SoundCard.Read (Target%)
' A sound card test program, this code'll play
' a square wave over your sound speaker. Or it should.
'Modify this to suit your card
SoundIRQ% = &H10
DIM SHARED SoundResetAddress%
SoundResetAddress% = &H206 + SoundIRQ%
DIM SHARED SoundWaveformAddress%
SoundWaveformAddress% = &H20A + SoundIRQ%
DIM SHARED SoundOutputAddress%
SoundOutputAddress% = &H20C + SoundIRQ%
DIM SHARED SoundInputAddress%
SoundInputAddress% = &H20C + SoundIRQ%
DIM SHARED SoundReadingAddress%
SoundReadingAddress% = &H20E + SoundIRQ%
DIM SHARED DMAStop%
DMAStop% = &HD0
DIM SHARED DMAResume%
DMAResume% = &HD4
DIM SHARED SoundSpeakerOn%
SoundSpeakerOn% = &HD1
DIM SHARED SoundSpeakerOff%
SoundSpeakerOff% = &HD3
CLS
SCREEN 13
SoundCard.Reset
SoundCard.Write SoundSpeakerOn%
' Play a simple square wave
DO
SoundCard.PlaySample 255
SoundCard.PlaySample 0
LOOP UNTIL INKEY$ = "Q"
SoundCard.Write SoundSpeakerOff%
END
SUB SoundCard.PlaySample (Target%)
SoundCard.Write &H10
SoundCard.Write Target%
END SUB
SUB SoundCard.Read (Target%)
' DO WHILE (SoundInputValue% < 1)
' SoundInputValue% = INP(SoundReadingAddress%)
' LOOP
Target% = INP(SoundWaveformAddress%)
END SUB
SUB SoundCard.ReadSample (Target%)
SoundCard.Write &H20
SoundCard.Read Target%
END SUB
SUB SoundCard.Reset
CLS
PRINT "Now resetting sound card..."
OUT SoundResetAddress%, 1
SLEEP 1
OUT SoundResetAddress%, 0
DO WHILE (WaveformFlag% < 1)
WaveformFlag% = INP(SoundReadingAddress%)
PRINT WaveformFlag%
LOOP
PRINT "DSP is successfully reset"
SLEEP 1
'
' DO WHILE NOT (SoundReadyFlag% = &HAA)
' SoundReadyFlag% = INP(SoundWaveformAddress%)
' LOOP
'
PRINT "Sound playback may now begin"
END SUB
SUB SoundCard.Write (Target%)
' DO WHILE (SoundOutputValue% > 0)
' SoundOutputValue% = INP(SoundInputAddress%)
' PRINT SoundOutputValue%
' LOOP
OUT SoundOutputAddress%, Target%
END SUB
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So long as you avoid screwing with the timer too much, XP shouldn't be a problem. A lot of the newer sound libraries out there use morally shunned tricks to acheive speed increases, to the chagrin of XP users everywhere. Do it the straightforward way and you should be good to go.
Trying to get from one side of a screen to another is boring, story or no story. I should be able to defend myself, at the least. Why not have some sorta shields or something to help me make the trip?
Finally, QB is the slowest programming language in existence. Port to C.
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Adam Mage
Joined: 30 Dec 2002 Posts: 416 Location: Australia
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Posted: Sat Sep 11, 2004 4:05 am Post subject: |
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LordGalbalan wrote: | Well I'll buy a copy shortly, not because I think it's a good game (because I don't) but because you seem dedicated to making it better.
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I got the opposite impression. _________________ https://numbatlogic.com
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Sat Sep 11, 2004 6:54 am Post subject: |
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LordGalbalan wrote: | Well I'll buy a copy shortly, not because I think it's a good game (because I don't) but because you seem dedicated to making it better.
I noticed that it's using the PC speaker. :P Try this instead. It may not work because it is untested for reasons that may be immediately obvious. If it doesn't then feel free to debug it, shouldn't be hard. Also, programming SoundBlaster sound effects is simple, and XP compatible if it's done right. See the SoundBlaster programming guide in the PCGPE to find out how to program large, detailed effects, although in the case of this game the following may suffice.
So long as you avoid screwing with the timer too much, XP shouldn't be a problem. A lot of the newer sound libraries out there use morally shunned tricks to acheive speed increases, to the chagrin of XP users everywhere. Do it the straightforward way and you should be good to go.
Trying to get from one side of a screen to another is boring, story or no story. I should be able to defend myself, at the least. Why not have some sorta shields or something to help me make the trip?
Finally, QB is the slowest programming language in existence. Port to C. |
Really? You'll buy a copy?! wow, thanks.
I know that the game isn't a 'on-the-edge-on-your-seat-keyboard-smashing-action-experience' type game, though that is what I envision the next 2 games to be..utterly addictive, and full of non-stop action (unless you pause, of course)
Anyway, I din't use soundblaster routines because my laptop does not have a soundblaster card (damnit) my desktop has a soundblaster card, but I installed win2k and now qb doesnt work correctly..I just don't understand that. heh, well....damn m$.
Boring? ah well, I wanted to have longer sectors, but I haven't figured out how to create massive levels that can scroll, that I could fly through...anyway I'm working on that for the next 2.......if you know how, and could lend a hand...I'll give you a copy of the next game for free. (which I intend to sell for $10 - cause I know that I can make better games than that crap valueware, and egames..gah, that stuff sucks. you know the $10 bargin bin games at walmart, compusa..etc.)
Anyway, yeah, if you know how to make the sectors longer, I'll give you a copy of the next game.
shields are going to be in the second game too...
porting to C is not worth it. since the next 2 games are going to be c++ :)
Oh, thanks again..wow..
on a sidenote: anyone here use(d|s) ModPlug Tracker?
I'm thinking of using it for the audio for the second game..
if you know something better, I'm all ears. :) _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Sat Sep 11, 2004 6:58 am Post subject: |
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adam wrote: |
I got the opposite impression. |
How so?
You thought that it was a good game?
or
You don't think that I want to make the next game better?
or
............. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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Adam Mage
Joined: 30 Dec 2002 Posts: 416 Location: Australia
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Posted: Sat Sep 11, 2004 7:05 am Post subject: |
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He said that he thought you were dedicated to making THIS game better. As i understand you are pretty much dumping it as is and moving on. _________________ https://numbatlogic.com
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Thu Sep 16, 2004 4:40 pm Post subject: |
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Well I just finished a tile scrolling engine in JS, so maybe I can help! :)
The approach I used--and the simplest possible--is to blast an entire screenfull of tiles to the screen at once. Try storing the tile data in GET simple binary first, then PUTting the data onscreen one tile at a time. You could create a two dimensional array vector for the map, and use two loops, one for the first axis and one for the second, to match the map data at each map coordinate with its corresponding tile and draw the tile onscreen. In this case you would have to load all of the tile data into another array vector; extract the tile data for the map coordinate in GET binary form; and PUT the data onscreen at the screen coordinates that correspond to the map coordinate.
To scroll the tiles one-by-one, one strategy is to make the entire map larger than one screen. Map coordinates are drawn onscreen starting at an offset on the larger map and continuing down to the limit of the onscreen Y coordinates and continuing left to the limit of the onscreen X coordinates. To scroll the tiles, this offset is increased and the display is redrawn.
Pixel-by-pixel tile scrolling is far trickier, because PUT does not function at coordinates that are offscreen. The easiest method is to cover up the farthest tiles in the direction of the scroll. That way when the tiles scroll they seem to cleanly slide into the darkness. Alternatively, you can try using smaller slice tiles along the screen borders to represent the tiles that are scrolling offscreen. Just thinking about that makes my head spin.
Writing directly to memory--you can do this easily in C/C++-- makes pixel-by-pixel scrolling much easier. The map tiles that surround those drawn onscreen are drawn to a two dimensional array vector that is the length and width of the display combined with the length and width of the tiles times two. In this case, tile drawing would start the map coordinate offset + 1 in both directions and would end at the map coordinate offset - 1 in both directions.
To effect pixel-by-pixel scrolling you would displace the onscreen tile coordinates by one in the direction of the scroll for every pixel that in scrolled.
EDIT:
I just realized that the tile slicing technique is totally unnecessary. The pixels on a tile are analogous to the tiles on a screen. By manipulating the pixel data on a tile before it gets to the screen, the tile can effectively be scrolled. To illustrate, draw the entire tile display to a extended tile screen as described above, and then, tile by tile, write the screen data to GET vectors starting at the offset in the vector that is the starting offset of the viewable imagery displaced by one pixel in the direction of the scroll. Because there is a lot of data transfer activity, this procedure will be quite slow. I don't recommend it for QB at all. However, in cases where tiles are the only available resource for onscreen imagery, it should work.
Last edited by tcaudilllg on Thu Sep 16, 2004 7:44 pm; edited 1 time in total
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biggerUniverse Mage
Joined: 18 Nov 2003 Posts: 326 Location: A small, b/g planet in the unfashionable arm of the galaxy
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Posted: Thu Sep 16, 2004 5:15 pm Post subject: |
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Did you post this in the wrong thread? _________________ We are on the outer reaches of someone else's universe.
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Thu Sep 16, 2004 7:47 pm Post subject: |
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I was responding to DeveloperX. :) But yeah, these techniques are quintessentially universal to scrolling engine development, so if it was desired they could be utilized by the convention project.
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Wed Sep 22, 2004 12:28 am Post subject: |
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Uh Adam... why are you using my picture...? :?
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Adam Mage
Joined: 30 Dec 2002 Posts: 416 Location: Australia
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Happy JonA's American snack pack
Joined: 03 Aug 2002 Posts: 200
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Posted: Wed Sep 22, 2004 10:58 am Post subject: |
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adam wrote: | because it's teh sexy. |
You are right! While personally in favor of nopants, this noclothes thing is really teh sexy. iChatNaked anyone?
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