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Newcomers DBPro Corner / Dark Noobs Pro (ject)

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lucifer 1101
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Posted: 27th Mar 2009 14:45
ok i have made a few little modifications but mostly just going over the code...


here go

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z i l c h vortex
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Posted: 27th Mar 2009 17:41 Edited at: 27th Mar 2009 18:10
Projectile



life is short but so am i

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Ashingda 27
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Posted: 27th Mar 2009 18:09 Edited at: 27th Mar 2009 18:13
Awsome work everyone!


@Pillarofire
Alright, you go the shooting done well.

@lucifer
Good job putting it together.

@z i l c h
Yes! more Images.


I'll start working on the AI, I'll use a substitute Enemy Image for now.


I have one problem with the Keys as it is now. I cannot press Up+Left and Space in the same time, when I do that the Space key isn't responding. This is a Computer/Keyboard issue, not a coding one. Can we switch the Shooting/Bomb to "1" and "2" please?
Quirkyjim
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Posted: 27th Mar 2009 23:50
@Ashingda

Don't do this:

X# as float

As stated earlier, this will confusify the editor; it's either X# or x as float.

~QJ
That's what they WANT you to think...
James H
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Posted: 28th Mar 2009 01:01
Quirkyjim - I don`t wish to be rude, but is there any chance you could offer up an example of that - I`m not saying your wrong, I just haven`t come across it, or extensively tested for it. I`m curious as it may offer up fixes in some old projects.
Ashingda 27
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Posted: 28th Mar 2009 06:05
Quote: "X# as float
"

I find no problems with it as well.
Pillarofire
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Posted: 29th Mar 2009 17:43
I have a few things to say. Let me begin by replying to some quotes.

Quote: "Do we need to declare all the variables or just the special ones? It will be good to not do things that are not necessary."


Well, we don't have to declare any of the variables. We should declare unique ones that aren't going to change as [#constant]s. Why not, after all, a constant remains the same. By the way, which is more meaningful:
1. load image 01134, "yoMama.bmp"
or
2. load image IMG_YOMAMA, "yoMama.bmp"

Quote: "There are two alternate ways of defining variables in DbPro."


Well apparently there are three, and the third one either you don't like, or maybe your editor doesn't like it. In either case, unless there is a significant problem with confusify-ing many others editors by declaring a float as "flt# as float", please accept our apology and let us get on with the project.

Quote: "Can we switch the Shooting/Bomb to "1" and "2" please? "


Oh yes please do, I want it to be easy to switch controls. All you have to do, as lucifer 1101 seems to have figured out, is replace the keystates in the AddPlayer function call, corresponding to the actions. Though I suggest we make that an option in-game, when we get to that point in development.


@All Team Members:
Well, I would like to take this time to point out a common pitfall to working on a team. It is quite apparent that we have been stepping on each others toes as it were, while trying to build this project. You see, Ashingda 27 needs a semi functioning game to even begin working on his task. I decided to head up the task of spawning players and enemies. So for a time Ashingda 27 and I were working on the same thing. Not entirely bad, but somewhat counter productive.

This could be averted if there was a definitive set of goals laid out, and an obvious order in which they needed to be accomplished. Then, each member could volunteer, or be assigned the next reasonable task to complete.

Another problem is the source code. Since most tasks are dependent on at least a semi functional system(here a semi-working program); one member should be responsible for collecting and compiling(not build/compile) the group's individual source code; a Code Keeper as it were.

Since most game systems require global data, those variables and functions/subroutines required should be submitted to the Code Keeper, and then the Keeper should have enough understanding of the system to be able to add them into the project in the appropriate spot. That's when it helps a great deal for the code submitted to be modular. Thus no code should enter the project until the Keeper allows it. This means that each member should have a decent understanding of how the system works, and be able to add to that system with practically independent blocks of code.

The project Leader would be a great Keeper, because he/she should have the best understanding of how the program is going to work, and thus would be most qualified to designate specific tasks.

So, I propose we establish a definite project Leader now, before we spin our wheels much longer. Being that it was Lucifer 1101's idea we are pursuing, I propose we let him be the Leader. Let Lucifer 1101 work up a list of required items to work on, and we shall discuss it, then once there is a common understanding, Submit to him all of the code and media to allow him to place it together, then we can continue on building in an orderly fashion according to Lucifer 1101's direction and hopefully save some headache further down the road. Is this reasonable?

@Everyone else:
Thank you for your patience and for taking interest in our project.
Ashingda 27
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Posted: 30th Mar 2009 04:55
@Pillarofire
Sounds good!
Kira Vakaan
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Posted: 30th Mar 2009 11:47
Hm, this group sounds like a great idea and I'd love to help in any way I can. I hope you guys are still accepting entries...



For my entry, controls are:
Mouse - Look
WASD - Strafe

I had fun with this. Directional star-field and HUD...

Anyhoo, I'd like to help out if you guys have a use for me. If things are pretty well tied down for this project, it's alright, I can just wait around for the next. But let me know if anything comes up.
lucifer 1101
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Posted: 30th Mar 2009 11:59
ok i dont even need to see that working and all because i know how good you are, but wow that was amazing the only problem i found was that stars drew over the objects....


i will ad you to the list soon, we can always use a helping hand.

as to the proposal of me being the organiser of this, i am flattered and i will do some 'organizing' soon..

i will prolly put up a list of things that need doing next..
Pillarofire
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Posted: 30th Mar 2009 12:46
Very niiice, welcome to the team Kira Vakaan; I've seen some of the code you've written before too, very nice also.

We need to roll this project along! Do I sound impatient? Oh well I have a schedule to keep and on the 15th of April we should be complete with a functional game. <crosses fingers>

Just putting that out there... You can kick me later, but I might not be reachable after that for some time.
Quirkyjim
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Posted: 30th Mar 2009 20:20
Quote: "Well apparently there are three, and the third one either you don't like, or maybe your editor doesn't like it."


I knew that I read somewhere (possibly in this thread) that you only defined it one way or the other, not both. Oh well, I'm new to DbPro (coming from DBC) and am still learning.

~QJ
That's what they WANT you to think...
Pillarofire
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Posted: 31st Mar 2009 06:45
Well, I have updated the game to include a boring little sound when you fire. Here it is:

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Kira Vakaan
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Posted: 31st Mar 2009 07:26
Hey, I'm having issues compiling the current project...
The editor keeps telling me that there are commands out of place at arbitrary lines...

What version of DBPro are you guys using? I'm on 1.072.
Kira Vakaan
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Posted: 31st Mar 2009 08:03 Edited at: 31st Mar 2009 08:51
Oh, I've got it. Under the Tools menu in System Options, make sure the checkbox: Enable Source Line Concatenation Directive is unchecked. The default directive is "..." which appears in some of the comments. So basically, lines of necessary code were being concatenated to commented out lines...

Edit: And I've just made the switch to CodeSurge and all my problems have melted away...
lucifer 1101
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Posted: 31st Mar 2009 08:58 Edited at: 31st Mar 2009 09:12
thats great that you got that fixed kira...

pillorofire:
the sound is perfect for a bullet type object, where did you get it from??

Team:
I will be making up a little list of things that need doing next in just a little while, i just got home and am uite echausted, but i am also pumped to get started on this...

ok rested quickly..

now this is what i have come up with

Quote: "
CODE:

* Add in a rate of fire to slow down the firing of bullets
* A better button function to make it look better

GRAPHICS:

* We need a title screen
* An arrow that will point at the menu button when the mouse is over it

DESIGN:

* A list of all the different player planes, enemy planes, projectiles and bonus pickups needs to be compiled
* How long should a level last
* What system should be used to make the level (Tiled or background images that play in a loop)
* What sort of options should be available to the players

SOUND:

* A sample song to get the jist of the games music
* A Title screen song
* Mouse over sound for the menu buttons
"


if theres anything out of place let me know...

i will update the first post with this type of thing and who has volunteered to do it, if you want to do one of these things let me know so that we dont get any double ups on these things.
Once one of these are completed i will update the list to other higher things.....
Kira Vakaan
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Posted: 31st Mar 2009 09:34
I don't mean to be anal... but in the code, there's the constant: TRJ_STRIAGHT_SHOT.

I mean, since all instances of it are spelled the same, it doesn't create a problem at the moment..

It appears a in a couple of places and I don't know which members will be needing to use the constant, but if they don't know to misspell the "STRAIGHT" part of it.. it most certainly could cause problems...
lucifer 1101
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Posted: 31st Mar 2009 10:07 Edited at: 31st Mar 2009 10:08
ok i just strarted to work on a little logo for this, just some text and a black bg i will try to update it a little but wat do you think anyway....

btw ive sortof called this 1945: Birua

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Pillarofire
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Posted: 31st Mar 2009 11:13
Quote: "but if they don't know to misspell the "STRAIGHT" part of it.. it most certainly could cause problems..."


rofl.

My bad, I am ashamed. Would you correct the spelling of 'straight' for the final project Lucifer 1101?
HINT: Ctrl + H is Find and Replace.

Nice logo.

Alright, we are getting somewhere. Lucifer 1101 I will gladly begin one of those coding projects of your choice. Don't take this the wrong way, but what I had in mind was a more specific task. ie:

1. Write a function that sets all of the enemies initial variables on spawn and prepares them for a controlling function, in which all stats will be updated, call it [SpawnEnemy()].
2. Summarize how you accomplished it, make it properly formatted, and put appropriate comments in difficult to understand places.
3. Use the current set of UDTs, and variables.

I understand if that is kind of over the top, and a little too specific, after all the way the game works right now, more or less follows my personal ideas since there was no clear direction from the beginning, and I was trying to expedite the progress. So I guess what I should really do is pass on to you and everyone else what my plans were and the way I wished to accomplish them. That way they can be critiqued, and then you can more properly assign me a task.

Actually, to save a lot of confusion you could just put me in charge of the coding and the specifics of how the game works, then I will do my best to accommodate your wishes, in the manner in which I employ; by submitting to you the exact tasks I need completed. Its up to you, you're the project leader.
Kira Vakaan
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Posted: 31st Mar 2009 11:18
lucifer1101: Looks nice!

I've come up with a new button function.

This function pieces together images to create a button of any size.
I've included along with the project some sample images that desperately need to be replaced by z i l c h vortex and his mad MSPaint skills. Just wanna say good job and keep it up!

A note to the artist:
The function is designed to work around a tilesheet that's 9x1 of 10x10 pixel squares. I've included a Template.bmp along with the project so you can see what I mean. If my tiny little markings in each tile aren't clear enough () here they are:

1st - Upper-left Corner
2nd - Upper-right Corner
3rd - Lower-right Corner
4th - Lower-left Corner
5th - Top Edge
6th - Right Edge
7th - Bottom Edge
8th - Left Edge
9th - Blank Body

The function uses three images to give a different look for a normal state, a hovering state, and a clicking state. In the project, I've created one of my buttons above the current type of button for comparison. There are also little notes in the comments to help with implementing the function.

Let me know if you need more info or anything.

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Rudolpho
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Posted: 31st Mar 2009 11:35
What sort of music are you after?
Maybe I could offer my services on that part.

Pillarofire
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Posted: 31st Mar 2009 11:37
Outstanding. That'll do nicely. Works like a charm.

I learned something new just now.

Will someone try this:



Hmmphff.
lucifer 1101
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Posted: 31st Mar 2009 12:14
omg thats really weird, isnt a constant always meant to stay the same.

besides the constant was being declared before the loop it shouldnt change anyway

wait i think it might be declaring it as a range of numbers, like 0-55 LOL!

i think you just discovered a bug or a glich of some sort
Rudolpho
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Posted: 31st Mar 2009 12:29
The constant keyword is just a precompiler directive to replace all instances of the constant's name with whatever you write after it.
So that would replace "ITSAFREAKINGCONSTANT" with "rnd(55)", hence giving a pseudorandom number between 0 - 54 in each loop cycle.

lucifer 1101
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Posted: 31st Mar 2009 13:49
soz i forgot your last post.

i mostly think that melodic midis would go well with it, like polyphonic ringtones, preferably fast paced....
z i l c h vortex
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Posted: 31st Mar 2009 22:03
Hey guys im sorry for the slow progress i know im supposed to be doing some art but its coming at a really slow rate as i have exams soon and havent had any time at all i was wondering if you guys could chip in some art please thank you.

Cheers

life is short but so am i
Rudolpho
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Posted: 1st Apr 2009 10:17
Quote: "... like polyphonic ringtones..."

Are you sure about that? Not to put polyphonic ringtones down ( ), but I think I can accomplish a wee bit better sound quality.
Anyhow, I'm pretty swamped for the time being, but I will give it a try whenever I've got the time. It could be a while though. Also, a bit further directives could mayhap speed up the idea generation, so if you come up with anything more than "fast paced", feel free to tell me

lucifer 1101
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Posted: 1st Apr 2009 10:27
Rudolpho:
I was thinking that the older games had music like that so i thaught that we could go along with that a little, but if you are going to do it then you can do something that you feel is right..

ZilchVortex:
I'm not exactly the best at pixel art but i will try to do something...

Team:
I will recompile the list of ToDo's and make them more comprehensive, i will also try to update a few other things...
Pillarofire
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Posted: 1st Apr 2009 17:32
Well I need to goto sleep, but before I do I would like to post my current work for you all.

There are still problems with the code like Offsets and things that need to be ironed out, but mostly it is becoming more functional.

There is also an issue with my code using ImageID where it should really be SpriteID. The reason... Uh... I'm stupid maybe.

I also created an enemy, primarily for place-holding purposes, but I like the looks of it, I think we should keep it. Oh, and the firing timing really need to be figured out... lol you will see what I mean.

I also added the use of the pretty Button by Kira Vakaan and played with the images for it. Please suggest some differences or changes, I mean orange isn't bad... but I just don't know.

Anyway, more to come later. Good night.

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Ashingda 27
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Posted: 1st Apr 2009 18:34
Two things to note:

1. Dont use ^ unless you really have to, it is slow. 8*8 is faster than 8^2. 8*8*8*8*8*8*8*8 is also faster than 8^8.



2. Sprites are slower than paste image. If I understand correctly we are not using sprite collision correct? If that's the case then we can just use one sprite, modify it, paste it onto the screen and repeat that process.

Virtual Nomad
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Posted: 2nd Apr 2009 00:27 Edited at: 2nd Apr 2009 00:32
hey guys, i saw zilch was getting busy with exams so i wanted to post a couple graphic ideas to help keep things going. i also didn't see pillafore's offering before starting this so some re-hash here...

attached is a quck and dirty method for scrolling the water background and an idea for some pseudo-shadowing you might want to incorporate (i think it really helps with the illusion of altitude and a plane-to-sun relation in "dynamic" mode). the code is very basic so i want bore you with an explanation but do check the top-center text for some info and the demo uses the arrowkeys to move

@pillafore, i downloaded and ran your demo and want to point out that there are some alpha issues on your player's plane sprite that really wash out the prop detail and some corners on the plane's wings, etc. not sure if that was intentional or maybe your copy of the working sprite here became scuttled somehow.

i'd also be interested in filling in for zilch with some artwork while he's busy with exams to help spread out the workload and keep things flowing, if it's ok with everyone. @zilch, i'm not trying to step on your toes and, honestly, i don't think i have time to participate full time (which is why i didn't seek to join the team "officially" in the first place) so, please hurry back!

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Kira Vakaan
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Posted: 2nd Apr 2009 02:30 Edited at: 2nd Apr 2009 02:42
Pillarofire: I think the buttons look pretty good. I don't know if there's some kind of color theme we need to fit, but if not, we could just make these buttons "define" it. A few suggestions though: First, I recommend switching your Normal image with your Hover image. I think that faint little rim line should appear when you hover over the button. Second, if you're not going to use a Click image, you can just set the constant IMG_BUTTON_CLICK to the same thing IMG_BUTTON_HOVER is instead of loading in the same image twice. Third, I think there should be a separate section in SetupVariables where you define sprite constants. They do have separate index values, so their numbers can overlap. I know that currently, many of the IMG_ constants are being used as sprites too, and that's fine, the constant IMG_BUTTON_SPRITE is solely a sprite. And, having a separate section for all sprite number definitions, even for repeats and overlaps, won't add any addition memory or speed costs. It's just nice to be able to distinguish between the two. Maybe sprite constants can be preceded by SPRT_ or something.

Maybe something like this:


Virtual Nomad: I think the idea of a "dynamic" shadow is a good one, but I think it's trying to take too many things into account and exaggerating them. Realistically, the sun is just so so so far away from the earth that any ray drawn from the sun to anywhere on the screen might as well be parallel. Anything other than a static shadow is a little unrealistic.
lucifer 1101
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Posted: 2nd Apr 2009 04:31
ok ive updated the ToDo a little let me know anything about it please...


Quote: "
CODE:

* Add in a rate of fire to slow down the firing of bullets.
- Make a constant for the bullet type called something like "Bullet type"_FIRE_RATE.
- Use the constant with a timer to get the bullet to fire after a certain amount of time.

* Escape button takes you back to the menu.
- When escape is pressed pause the game and call a dialog asking if the player is sure if they want to

return to the main menu.
- If no return to game and unpause, if yes return to the menu and flush the variables.
NOTE: make sure the dialog says all progress will be lost.

GRAPHICS:

* We need a title screen.
- The 1945: Birua logo should be included.
- A coulourful background that seems pixellated.
- And a couple of planes from WWII, no photos please.

* An arrow that will point at the menu button when the mouse is over it.
- An arrow image (a hand with a pointing finger is what i see).
- Position on the left between 10 and 30 units away.

DESIGN:

* A scaling system for planes needs implementing.
- E.g. 1=32x32, 2=64x128 etc etc..

* A points system for destroying enemy planes and bosses.
- Stage 1 and enemy plane1 could give out say 20points.
- Stage 1 and enemy plane2 maybe 30 points.
- Stage 2 and enemy plane2 maybe 50 points.
- 3 Stages to a level sounds right then a boss stage which always gives the same amount of points.

* A list of all the different player planes and enemy planes.
- E.g. P-38 Lightening, 400ROF(rate of fire),100H(health),1S(scale).
- Enemy planes also give points for killing them and is dependant on what stage of the level they are in.
NOTE: Enemy Planes (except for bosses) die in a few hits, so they have lower health, and usually have

smaller scale (excluding bosses)

* List of projectiles and bonus pickups including thier effects needs to be compiled.
-Projectiles can either be bullet type shots or laser type.
-E.g. Saber round, 40DMG, 3shot, multidirectional.
- Mini Pulse, 20DMG, 2shot, StraightDirection.
- Vain Laser, 10DMG P/S, 1shot, StraightDirection.
- Different pickups could be point enhancers, shot changers, health packs or detonators that can clear the

screen of enemies (excluding bosses)

* How long should a level last.
- 45 seconds per stage sounds good (3 stages) then however long it takes to kill the boss
- The level loops until the stage is clear

* What system should be used to make the level (Tiled or background images that play in a loop).
- To have tiles like the 32x32 water tile currently being used we would need to code a new engine to place

those tiles.
- With large background tiles it would be much simpler to place them and say which is to draw next.

* What sort of options should be available to the players.
- Should they be able to change the resolution.
- What about the volume.

* Would a high score table be a good idea.
- What type of variables should be included in a highscore table.
- How can it be accessed.
- How many positions are their.

SOUND:

* A sample song to get the jist of the games music.
- Fast paced and bouncy.
- Like an older games songs just refurbished with better quality.

* A Title screen song.
- Slow war type song.
- A few War sound effects like guns and bombs.
- Maybe a scream or two.

* Mouse over sound for the menu buttons
- Something like that found in the final fantasy type games.
"


pillorofire:
i love how the enemies come in, the button graphic is nice but mouse over needs work and clicked would be great to have also, and as you said there needs to be a few tweaks just to get things right...

virtual nomad:
that looks awesome as but i think that having dynamic shadows is useless and we should just stick to static, now to incorperte it into the current one eh?

Team:
Great work everyone keep it up and well be there in no-time at all..!
Kira Vakaan
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Posted: 2nd Apr 2009 08:27
Using the project that Pillarofire posted, I've made some modifications and additions. Take a look!

First off, I've mapped the escape key to a sort of in-game menu that allows the player to exit to the main menu if they want to. Currently this function doesn't flush everything, so that will have to be added. The menu also includes an "Options" button... I thought I'd throw it in there in case we needed it later.. but we can always take it out. Anyhoo, I intended this addition to fulfill the "- When escape is pressed pause the game and call a dialog asking if the player is sure if they want to return to the main menu." item on the to-do list.

Secondly, I've made some changes to the constants. I've just added a sprite constants section to distinguish them from images. I think this'll prevent confusions down the road, and it makes it easy to see the next free sprite or image number.

Thirdly, I've taken all of the instances of drawing and lumped them into a sub routine. Now we can update the contents of the in-game screen all from a single call. All new drawing should be placed in this routine.

I've attached the modified project. Let me know what you think.

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lucifer 1101
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Posted: 2nd Apr 2009 10:13
that menu is awesome as and works almost perfectly, just need the options and to flush everything...
lucifer 1101
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Posted: 2nd Apr 2009 10:14
that menu is awesome as and works almost perfectly, just need the options and to flush everything...

the only thing that isnt working right is the button needs two clicks to work (i think)...
lucifer 1101
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Posted: 2nd Apr 2009 15:15 Edited at: 2nd Apr 2009 15:16
ok i have been working alittle on a title screen and i have this



but im trying to sprite it before the buttons are sprited in the loop but that just puts it on top of everything...

what am i doing wrong?

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Rudolpho
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Posted: 2nd Apr 2009 15:23
Just use paste image for an image that big, that should put it behind any sprites, I think (given that you paste it before updating the sprites).
That's a cool logo, by the way

Kira Vakaan
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Posted: 2nd Apr 2009 20:38
Quite right. Just place the paste image command inside the loop before creating the buttons.

Hm, could we resize/reposition the buttons like this?


That way, the buttons don't cover up much of the planes.

lucifer1101: That is an awesome image!
Quote: "just need the options and to flush everything... "

Yup, working on it now.
Quote: "the only thing that isnt working right is the button needs two clicks to work (i think)... "

I'm not quite sure what you mean.. Each button is single-clickable.
lucifer 1101
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Posted: 3rd Apr 2009 01:16
ok there we go i have it all fixed up now, yhanks for the help i got a little stumped..

with the buttons i looked into it more and sometimes when i click it doesnt work and i have to click a second time....

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Kira Vakaan
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Posted: 3rd Apr 2009 01:57
Alright, now all resources are flushed that need to be when the user exits the game. I still haven't done anything with the options button. I think we need to come up with a list of options that can be changed in-game.

And your problem with the buttons is very strange to me... I never experience any trouble. Hm, which buttons cause the problem? There are only a few explanations I can come up with off the top of my head.. One of them being that you have a very slow computer... but I'm sure that's not it. Could it be that there's a dialog open when you try to click on the buttons behind it? Because any buttons that aren't in the dialog window are disabled until the window is closed... Anyhoo, if you could give me some info as to when or where the problem occurs, I might be able to fix it.

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Kira Vakaan
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Posted: 3rd Apr 2009 06:25 Edited at: 3rd Apr 2009 06:26
Edit: Oooooopssss... wrong thread.. (I feel SOO special right now.. you have no idea.)
lucifer 1101
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Posted: 3rd Apr 2009 06:28 Edited at: 3rd Apr 2009 06:49
just a bit of jibberish removed!! LOL!
Kira Vakaan
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Posted: 3rd Apr 2009 06:43
*slaps forehead* Why must thou take such haste in thy responses? *points above* I'm a fool, basically, that's what that means.
Rudolpho
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Posted: 4th Apr 2009 02:46 Edited at: 4th Apr 2009 02:46
Well, I've been giving it some thinkering and came up with an idea for a background track in the style I interpreted as being desired.
You can download a sample here and then tell me whether I'm completely off
Note that it is just a sample (that is, it's not completed) and rather unmastered. I was trying for some sort of oldish arcade-styled genre here, tell me what you think

lucifer 1101
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Posted: 4th Apr 2009 02:58 Edited at: 4th Apr 2009 03:06
i think that that is awesome and with a bit of work could do really well, the only thing i found a little in the way was the cymbals, they were just a little loud, is there a chance maybe you could take the volume down a bit on them and maybe apply a filter to them to make them sound a little more computer generated..

what does everyone else think ??

EDIT1: If you would like to contribute to this project please join the team officially as to not confuse anyone, that includes the entry reuirement being filled, if you dont use darkbasic pro then let me know what you are doing and i will ask you to do something you are familiar with as an entry
Rudolpho
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Posted: 4th Apr 2009 15:44
Quote: "Note that it is just a sample (that is, it's not completed) and rather unmastered."


I'll see if I can filter the drums though. Also, thanks for the appreciation; this isn't really the kind of music that I usually write

About actually joining the team, I see two immediate issues:
1.) I'm not really a "noob" (not implying that I'm a pro or anything either though).
2.) I'm pretty clogged up for the time being and hence can't be expected to complete anything for deadlines, etc. Therefore I figured just offering some stuff whenever I have the time would be better.
If you're OK with those points though, I guess I can piece together an entry and join up.

lucifer 1101
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Posted: 4th Apr 2009 16:20
1. you dont have to be a noob to sign up, im gunna say that most of us here have plenty of experience with certain parts of dbp...

2. part time is not a biggie there are really no deadlines on this and if you cant get in to do it someone else would takeover..

if you dont wanna join thats fine, i will still accept work from you and all....
Rudolpho
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Posted: 5th Apr 2009 19:31
Ok, I guess I'll join in then... will try to write an entry as soon as possible. It has to be medialess, no?
By the way, how is it going - this thread has gone from 20 posts per day to a half in the last few days?

Rudolpho
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Posted: 6th Apr 2009 19:59 Edited at: 6th Apr 2009 23:36
Ok then, here you go; my entry.
It's the epic tale of a primitive animal's agonizing days, being punched in the face by a vicious camera while being held down by the evil power of a malfunctioning collision system.
No media required;


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