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DarkBASIC Discussion / DNG - Berzerk! remake [DBP]

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Libervurto
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Posted: 3rd Sep 2011 23:22
What's the theme of the game? Is it set in a dungeon or a factory or what?
What should the player and the enemies look like?

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LBFN
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Posted: 4th Sep 2011 02:26
The game is a remake/reboot of a retro arcade game of the same name. The links in the very first post in the thread can give you some background on it. The character we currently have is similar to that in the arcade game. Ours does have more animations and looks a little more realistic IMO.

The enemies are all robots, except the 'boss', Evil Otto, which in the original game looked like a smiley face. I think we will go with something more sinister-looking. I also expect to make different-looking robots. The orignal pretty much had different colored robots that looked the same.

The idea is to get as far as you can through the maze. I believe the original was never-ending in that rooms were always re-generated each time you went out of a door. We currently are making a finite maze that has 36 rooms total. We may end up doing some other things a little differently, but we'll see how it goes.

thisotherguy
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Posted: 4th Sep 2011 06:53 Edited at: 4th Sep 2011 07:13
ok well i just got access to a computer and im downloading pro again so im sorry i havent really got anything done. will start working on it today and get it done and posted by day after tomorrow. i was thinking something like adding a robotnumber variable to the roomdata datatype, so the number of robots in a room is remembered, and if you kill some then come back it will load the right number of robots. or do you just want to generate the same number if the player leaves and returns to a room?

EDIT: also, can i have some static robot sprites please? or do i just use that one from your post?

Darkseid?
LBFN
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Posted: 4th Sep 2011 15:14
Quote: "i was thinking something like adding a robotnumber variable to the roomdata datatype, so the number of robots in a room is remembered, and if you kill some then come back it will load the right number of robots. or do you just want to generate the same number if the player leaves and returns to a room?
"


I would save the number of robots in a room when it is setup initially and re-generate them in random positions every time that room is entered.

Quote: "also, can i have some static robot sprites please?"


I have been working on the images for a robot. The attached file represents a work in progress, but you should be able to pull something off of it that you can use. Bear in mind that it is .jpg format because of the forum. I plan to use .bmp format when it is completed. With this particular robot, it will not walk on the diagonal, but will rotate to face one of four directions.

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Daygamer
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Posted: 5th Sep 2011 00:10
@LBFN,

Okay, I think I'm really starting to understand the music function. I just now completely got the purpose of the GetFreeMusic/GetFreeImage functions. Seems like I understand what you mean a little late every time. At least I'm learning which is the purpose of this project anyway, right!

My question is about this:



when you say "// same for RobotsWin, GetHuman, etc." Do you mean like this.



LBFN
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Posted: 5th Sep 2011 03:27
Daygamer:

I am glad to hear that you are 'getting it' with regard to the function calls. That is indeed what this is all about. The code you have listed is exactly as was intended. I'm not sure if I would use the names 'get' or 'got' as variables, though they do not appear to be reserved keywords. I would suggest using 'GetHuman', 'GotHuman' or something like that. One thing to bear in mind is that you will likely play this music from a function in the program, therefore you will need to establish the variables as global. i.e. (early in the program where the other globals are declared):



With the code written like this, we can randomly play this music in-game by simply coding (for example)


and it will play. When the game is over and the player is exiting, we can delete all of the music quickly and cleanly by using a simple for - next loop.

When MrValentine gets the files redone, you can simply alter the filenames, and away we go.

Daygamer
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Posted: 5th Sep 2011 05:18 Edited at: 5th Sep 2011 05:50
Sweet! I think I'm ready to attempt to install all this into the whole code. That will be exciting. Hopefully tomorrow! Thanks LBFN.

EDIT:
Well forget that. I just went ahead and did it tonight. How is this?


These are the lines with the new code on it (unless I changed something on accident! haha) so you can quickly see what I did.


I just used your original names for the global music variables


Was the "CurrMusic" necessary? I noticed that variable was already declared global on line 12:


Was I also supposed to call the "LoadMusic" function from the main loop? We didn't really discuss that. Also the "GetFreeMusic" function isn't called from anywhere yet either.

Hey, I also noticed that, for me at least, the man wasn't displaying correctly. Sometimes the man's head was switched with his feet. Just thought it might be helpful if I mentioned it.

LBFN
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Posted: 5th Sep 2011 06:06 Edited at: 5th Sep 2011 06:11
Nice work, Daygamer.

Our game now has some sound effects! I wrote a quick routine to play one of the music clips every four seconds while you play just to show it works. Of course, we will plug in the sound effects where appropriate, I just wanted to hear them play. Here it is:



Quote: "Was the "CurrMusic" necessary? I noticed that variable was already declared global on line 12:"


No, it wasn't. I removed the extra declaration.

Quote: "Was I also supposed to call the "LoadMusic" function from the main loop?"


I placed it just before the Main Loop. You can see it in the code.

Quote: "Hey, I also noticed that, for me at least, the man wasn't displaying correctly. Sometimes the man's head was switched with his feet. Just thought it might be helpful if I mentioned it.
"


Okay, that is weird. I have not seen that at all. So, it only does it sometimes? If so, can you tell me is it when facing a certain direction?

Daygamer
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Posted: 5th Sep 2011 06:37 Edited at: 5th Sep 2011 06:39
That is really awesome. It's great to feel like I've really contributed.

Quote: "So, it only does it sometimes? If so, can you tell me is it when facing a certain direction?"

No, for me it's doing it the same every time. It's actually looking like that for every direction too. I attached a image of what I'm describing. It didn't do this till tonight, btw. It could always be a problem on my end.

@MrValentine,
If you want me to help out on the robot voices I'd be up for it. I have a pretty nifty machine on my pc that makes it rather simple. You can see my attached file in my first post to this page for an example. Not trying to take over your assignment at all. If you're still working it or if you're happy with the way you have it that's cool. Just wanting to see if I could be of assistance.

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LBFN
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Posted: 5th Sep 2011 07:18 Edited at: 6th Sep 2011 04:51
Daygamer:

I just checked the game again and had no issues with the man's image. Did you update the man.bmp image from the first post? It is not the same as it was. I revised it to include the angled images. My guess is that you simply need to update to the new image (download link is in the first post of this thread).

EDIT:
thisotherguy:

Attached is an updated robot1 sprite sheet. Again, it is .jpg for this forum, but we will use .bmp format in the final.




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Daygamer
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Posted: 5th Sep 2011 15:42
ah yes, you were right. It works fine now. That was the problem

Darkzombies
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Posted: 8th Sep 2011 07:43
any new news?

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LBFN
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Posted: 8th Sep 2011 20:35
Currently, I am waiting on the following:
* thisotherguy to complete the robot placement function.
* MrValentine to create soundFX that sound more robotic
* DarkZombies to make some wall graphics (if you are unable to do this, that is fine, I can make them)

Daygamer:
Can you write a main menu function? It would be nice to have it written so that as the player moves their mouse over the different choices, that selection would 'light up'. I can help with graphics and / or code if need be.

Libervurto
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Posted: 9th Sep 2011 01:08
Do you need a hand with anything LB? I will stay out of the actual coding but I can help putting it all together and fixing problems / help people fix their own problems.

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Daygamer
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Posted: 9th Sep 2011 02:55 Edited at: 9th Sep 2011 02:56
Quote: "Can you write a main menu function? It would be nice to have it written so that as the player moves their mouse over the different choices, that selection would 'light up'. I can help with graphics and / or code if need be."


Yep, you got it. I'm a little busy lately. I'll try not to keep you waiting to long though. What options do you want on the menu? Something like "Start, Options, Exit." And do you want to tie in the function to the code or do you want me to attempt it when I'm done.

LBFN
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Posted: 9th Sep 2011 03:31
Quote: "What options do you want on the menu?
"

From the Game Design Document:

Main menu (Play, device input, difficulty, sound FX options, high scores, quit). A second set of buttons are needed to show that they are selected / mouseover.

Quote: "And do you want to tie in the function to the code or do you want me to attempt it when I'm done.
"


Since the code will likely have been modified since the last update, it would probably be better to post the function on here. I will incorporate it with the latest code and update everything.

If you need any help with the graphics, I can lend a hand.

Quote: "Do you need a hand with anything LB?
"


Thanks for the generous offer. We are doing pretty well right now and everything is working good so far. I will keep you in mind for the future if we run into a snag or two.

Darkzombies
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Posted: 9th Sep 2011 03:42
@LBFN Im pretty sure I already made a wall peice, maybe scroll up till you find the post with it?
I can make it better I guess.

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LBFN
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Posted: 9th Sep 2011 05:25
Darkzombies:
I saw your wall piece; TBH, I was hoping for a little more creativity. Try to make it look as cool as you can. Add symbols, slightly darker colors to highlight lines, use different color combinations, etc. You could make one to look like bricks, or you could make one to have holes in the center, or maybe triangles. You could have one that starts off bright in the center and fades out the closer you get to the sides, or you can reverse that and do it the other way. You can do whatever you want; you have a 32 X 32 pixel area for each piece - you decide what goes there. That is part of the fun in making a game! You can create things out of your own mind and see them on the screen. Perhaps it would help you to sketch them on paper beforehand.

Also, you only had one vertical piece. If you look at the blue.bmp example that I gave, it also has a horizontal piece as well as corner pieces. Any wall pieces you make should have all of these.

We need at least four different sets of wall pieces. Do the best that you can.

Daygamer
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Posted: 9th Sep 2011 06:06
Quote: "From the Game Design Document"

Sorry, should have looked there first.

I might post questions or ask for help/advice with the graphics when I begin. Might be as late as Monday or Tuesday if that's alright

LBFN
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Posted: 9th Sep 2011 06:26 Edited at: 9th Sep 2011 17:36
Quote: "I might post questions or ask for help/advice with the graphics when I begin. Might be as late as Monday or Tuesday if that's alright
"


I own PhotoShop, and it is very handy in making graphical stuff, so if I can be of assistance, feel free to ask. Monday or Tuesday is fine.

EDIT:
thisotherguy:
I noticed that there is an occasional bug in the SetupMaze function, in that there are doors on the right side of the rooms when it is at the right edge of the maze. This causes the game to crash.

thisotherguy
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Posted: 10th Sep 2011 11:28
hey. sorry im progressing so slowly on the robots, theyve actually been giving us a lot of work this first week. got the positioning system ready, am working on getting them wandering. will post both the moverobot and setrobot functions shortly. about the setupmaze thing, that is not a bug; there is always a door in the right wall on the bottom right corner of the maze. this is the maze exit. once you go past it, it should exit the loop and show you victory or next level or whatever, but i didnt program that in so right now it just goes past the last array entry. this is probably it, but let me know if this happens when you're NOT in room 36 (bottom right corner of maze) because then there is a problem and i need to look into it.

Darkseid?
LBFN
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Posted: 10th Sep 2011 14:56 Edited at: 10th Sep 2011 15:00
Hi thisotherguy,

It is indeed room 36 that gives the error, and that's fine to end the maze there. I think that when we place the player initially, it should be in the upper left quadrant, so the player has further to go before they get to the end of the maze.

You have been working on more than I expected. Uni / real life always comes first, but hopefully we'll be hearing from you soon.

In the meantime, I have been working on creating some additional rooms. I figured out how to make use of the maze(room).door.n (and e, w and s) values to create wall placements coming off of the wall near the doors, and make them somewhat random in length and width. I just figured this out in room 11, so I intend to go back and tweak the others somewhat. Making 18 different rooms should be fairly easy.

Daygamer
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Posted: 12th Sep 2011 00:27
@LBFN,

All things considered, I think it would be best if you created some images for the menu. I can always do it, but if you're willing to and it's easy for you I think it'd be better. Also you probably have the best idea of how it should look anyway. I'd probably end up redoing any images I created

So I guess I need 12 images, correct? A mouse over and non mouse over images for each of these options: Play, device input, difficulty, sound FX options, high scores, quit. I believe I'll begin coding this soon. thanks

LBFN
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Posted: 12th Sep 2011 02:28 Edited at: 12th Sep 2011 02:29
What do you think of this? I can edit / change it if need be.



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Daygamer
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Posted: 12th Sep 2011 03:32
Hey I love it So is the best way to do this to paste it to the screen and grab six different images for the buttons, and another one for the main menu title I guess. Then paste them all to the screen individually on the menu. I'll probably have to stretch them out a little, and is there a way to dim the image so I could make the button light up when the player mouses over, or am I going to have to create a new file for that with the darkness turned up

LBFN
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Posted: 12th Sep 2011 05:40
Glad you like it. I plan to add the Berzerk title to it, bevel / emboss the outer border and maybe make the letters a little easier to read. Would making the image larger, having in the background a full-sized robot in a scene with some walls nearby be too much?

Aside from that, making lighter-colored buttons is pretty easy for me, but it does take a little time to get them lined up right.

Before I do that, I wanted to answer your question about dimming the image, it is possible to grab the button images off of the main bitmap, make sprites out of them and use SET SPRITE ALPHA to fade them in/out. I can't say that I have done it quite like that, but I think it would work. For me, it is easier to simply create the images separately and paste them over the existing bitmap. I want this to be a learning process and can help you with it either way, so let me know your preference.

Daygamer
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Posted: 12th Sep 2011 07:01 Edited at: 12th Sep 2011 07:04
Quote: "Would making the image larger, having in the background a full-sized robot in a scene with some walls nearby be too much?"

haha, of course not. That'd be sweet.

Quote: "For me, it is easier to simply create the images separately and paste them over the existing bitmap."

Okay, that sounds great. So you're saying there's a background image that is pasted to the screen every loop and then the buttons are individually pasted to the screen. And depending on whether the player is mousing over a certain button the correct image lit/dim is pasted for that button?

LBFN
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Posted: 12th Sep 2011 08:51 Edited at: 12th Sep 2011 22:05
Yes, the menu coding would entail pasting the main image on the screen, looking at the mouse's position to see if it is within the rectangle of where one of the buttons are. If it is within a button's area, you paste that button's high-lighted image in the right spot over the main image. If the user clicks the left mouse button, the current button selected is the one chosen. If no button is selected when the mouse is clicked, you wait until a button is selected.

It makes the menu user-friendly and easy to select from.

EDIT:
Here is an example pic that shows the difficulty button selected. In my next post, I plan to provide the media for you do this. The coding is up to you.



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Daygamer
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Posted: 13th Sep 2011 02:40
Sounds solid I'll attempt to post tomorrow if you can get me the image

LBFN
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Posted: 13th Sep 2011 03:59
I have attached the images you will need.

With regard to writing the MainMenu function, I would suggest the following:
1. Create an array to store the seven images. Store the MainMenu.bmp image first.
2. Remember to use the GetFreeImage function. If your array were called MMImages it would look like this:

3. You need to position the MainMenu graphic in the center of the screen. Use the ScrWid and ScrHgt variables along with the IMAGE WIDTH and IMAGE HEIGHT commands to determine where to place it. Store the x and y coordinates in variables, as you will need them to determine where the rectangles for the buttons are.
4. Create a multi-dimensional array to hold the upper left and lower right x/y coordinates for the buttons. An example would be DIM Buttons(6,4) - we have seven images, but only six buttons. Use the following data:


These are six sets of four values. The first two values are the x/y coordinates in the upper left corner of each button. The last two values in each set of four is the width and height of the button rectangle. Bear in mind, you will need to add the x/y coordinates of the MainMenu graphic to these coordinates to determine where the button is at on the screen. So, if for example, the upper left x/y coordinates of the MainMenu graphic are 200,100, the upper left x/y of the first button would be (200 + 55) = 255 and (100 + 171) = 271. These are arbitrary numbers I am using.

Once you have the upper left x/y coordinates of each button, add the width to the x coordinate and add the height to the y coordinate to determine the lower right x/y for each button.

So, your multi-dimensional array will hold the upper left x/y coordinates in locations 1 and 2 and the lower right coordinates in locations 3 and 4. Button 3, Difficulty, would be like this (again, assuming Buttons is the name of the array) Buttons(3,1) = upper left x, Buttons(3,2) = upper left y, Buttons(3,3) = lower right x, Buttons(3,4) = lower right y.

5. Now you are ready to use a REPEAT - UNTIL loop in your function. Within this, clear the screen, store the mouse x/y coordinates, paste the MainMenu graphic and check to see if the mouse is within the coordinates that you have stored in your array. If it is, paste the highlighted version of the graphic at the upper left coordinates of the array. Using button 3 as an example, like this:


6. When you determine if the mouse is over a particular button, you can then check to see if the left mousebutton is clicked. If it is, you can save that in a varaible. At the UNTIL, you can code it so that it only exits if the exit button is clicked.

These may seem like a lot to go through, but think it through. If you need anything further, or you want me to clarify something further, please let me know.

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thisotherguy
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Posted: 13th Sep 2011 10:11

here it is; the sprite frames arent quite right and the tracking needs work but theyre generated at the right place and they follow you. also, because i was really slow, my work is done on a way earlier version of the main code than we have now. i will work on this further but i thought itd be a good idea to post up something in the interim.

Darkseid?
LBFN
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Posted: 13th Sep 2011 16:07
Nice so far, thanks for posting. The robots were placed correctly, did follow me and did not pass through walls. When it is finished, when the robots touch the walls, they are to explode; but the images need to be created first. The thought I had for the robot movement was to play the images that turn the robot from one direction to another, so it indeed looks robotic; maybe you just haven't had a chance to put that in yet.

I will see if I can incorporate it into the current code (it is updated beyond what is in the first post). I figure to make four views for the robots exploding (depending upon which way they face)and hope to get that done before too long.

MrValentine:
Are you still with this project? Please advise as to your status.

MrValentine
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Posted: 13th Sep 2011 16:30
I was waiting for a calling card... I have just rebuilt My baby [pc] and need a little time and also a what to do list for now... is it still the original sound lists that are needed?

LBFN
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Posted: 13th Sep 2011 16:52
Hi MrValentine, good to hear from you. Yes, the original sounds (other than the greeting and exit) are needed with a robotic voice. It's not like they are needed today or anything, I just hadn't heard from you and was a little concerned.

Have you ever created any video game music loops at all? Just wondering. We need something that is fairly fast-paced for when Evil Otto appears. Also, if we wanted to, we could make for a big finish once the player goes through room 36 and make a big boss robot (or maybe an enlarged version of Evil Otto) and have the player fight against it. Let me know if this is something you can do.

MrValentine
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Posted: 13th Sep 2011 16:56
will have a look, just in the middle of setting up my shop... gallery images are available have been taking time line images of the shop being setup ^^ for anyone interested

Darkzombies
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Posted: 13th Sep 2011 17:35
its funny how nobody talks for like 3 days, then someone does and it sparks a bunch of conversation lol.

But on topic, have you done evil otto yet? if not i think he should be a brain in a glass ball or something

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thisotherguy
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Posted: 13th Sep 2011 19:23 Edited at: 13th Sep 2011 21:28
working on code right now that splits the 360 deg around the robot into 24 ranges and checks which range it is in and adjusts the sprite's frame accordingly so that the robot is always looking at the player when stationary, and also working on code so that the robot turns through the frames before it starts walking along a different axis, (because robot movement is orthogonal). @lbfn if you look at the code, youll notice i copied almost wholesale your moveplayer function and modified to a robot movement function so it shouldnt be hard to work or change; its your work anyway @darkzombies lol yeah i noticed that too its weird. the main menu image looks epic btw guys, looking forward to see what the main menu turns out like.

EDIT: lots of minor bugs in there that i just troubleshot. beginning to regret putting this up now.

Darkseid?
LBFN
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Posted: 13th Sep 2011 23:20 Edited at: 13th Sep 2011 23:24
Darkzombies:

A brain in a glass sounds pretty sinister. Maybe something like this:


Only maybe I'll have the legs go to sharp points at the bottom. I figure to have a couple of eyeballs coming out of the brain instead of having teeth. Then again, Evil Otto goes over walls, so this might not work as is. I may have to put something under it instead of legs.

thisotherguy:

Think I'll wait to incorporate it until you have had a chance to revise.

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Daygamer
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Posted: 14th Sep 2011 07:22
@LBFN,

Sorry, I've begun the menu project, but I don't have anything to post at the moment, but I do have a few questions like usual

Quote: "Remember to use the GetFreeImage function."

So, I can just use the GetFreeImage already in the program, right. I don't have to right a new "GetFreeMenuImage" function within my code.

Quote: "3. You need to position the MainMenu graphic in the center of the screen. Use the ScrWid and ScrHgt variables along with the IMAGE WIDTH and IMAGE HEIGHT commands to determine where to place it. Store the x and y coordinates in variables, as you will need them to determine where the rectangles for the buttons are."

I didn't honestly understand all of this. Are the ScrWid and ScrHgt already in the whole code? And when do I use the x and y variables again? thanks

Darkzombies
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Posted: 14th Sep 2011 07:35
I think it would be cool if evil otto climbed walls at half speed, if you don't mind making the animation, it would be a cool twist.

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LBFN
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Posted: 14th Sep 2011 15:27 Edited at: 14th Sep 2011 17:32
Quote: "So, I can just use the GetFreeImage already in the program, right. I don't have to right a new "GetFreeMenuImage" function within my code.
"


Yes, that's correct. You should use the most updated version of the code (listed in the very first post of this thread) and add to it as needed and it should be fully operational when you are done. Then you can post what you have here in a snippet. I will take it and incorporate it into the working version that I have and will repost an updated version with it in the first post.

Quote: "I didn't honestly understand all of this. Are the ScrWid and ScrHgt already in the whole code? And when do I use the x and y variables again?"


Yes, ScrWid and ScrHgt are already included in the program. You will need to calculate the position of the MainMenu.bmp graphic so that it is in the center of the screen. Once you determine that, save the x and y values in variables so that you calculate the button positions. All of the button positions are relative to the upper left corner of the main menu graphic. For example, you determine the main menu graphic needs to be placed at say, 250,150 (arbitrary numbers). From the data I supplied, the 'Play Game' button is an additional 55 pixels on the x axis and an additional 171 on the y axis. You add these to the 250 and 150 to determine the upper left corner of the Play Game button on the screen. I also supplied that the Play Game button is 185 pixels wide - add this to the x coordinate for the upper left corner of the Play Game button. Add the height of the Play Game button, which is 26, to the y coordinate of the upper left corner. Now you know the upper left and lower right coordinates for the Play Game button - you can now check to see if the user has moved the mouse into this rectangle easily and if they have, you paste the lighted version of the Play Game button at the upper left coordinates.

Do similarly for the other buttons and you should be good to go.

Quote: "I think it would be cool if evil otto climbed walls at half speed, if you don't mind making the animation, it would be a cool twist.
"


Not sure about doing it that way. In the arcade version, Evil Otto bounced over walls, squishing any robots that happened to get in the way. At this point the walls do not look 3D, and achieving the effect of having Evil Otto climb them would be a fair bit of work. I have been working on creating this character, but I have him as mounted on a spaceship kindof hovering vehicle with blasters on the sides. I have an alternative version that has crab-like legs. The crab-legs version might work better for jumping over walls and for squishing robots.

This image is a prototype of the Evil Otto with the crab-legs:


Please let me know what suggestions you have.

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thisotherguy
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Posted: 14th Sep 2011 20:07 Edited at: 14th Sep 2011 20:12

much better. they walk a little, then stop and watch you, all at random. youll need the new robot image. working on rotation before changing direction of movement.

Darkseid?

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LBFN
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Posted: 14th Sep 2011 21:04 Edited at: 20th Sep 2011 19:01
Nice work, looks good. I am working on exploding animations for this robot. I have attached the sprite sheet which has the explosion images for the one facing you.


EDIT:
I have incorporated your robot movement code with the code I have been working on and have updated the first post of this thread with it. It has 15 rooms available and plays the sound files every few seconds. I have created a .rar file with all of the media needed, as the sound files are required to run it. A link to it is provided in the first post.

I had originally planned to expand the array for the robots dynamically, but your way seems to work just fine.

Attached is a .jpg version of robot1. I have included images of it exploding when facing the player. Please use a paint program to convert this to .bmp format.



thisotherguy:
You could work on the robots exploding when they run into the walls and could check collision of the robots with the player (simply print text that the player died for now). I will see about making explosion images for a total of four different directions.

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MrValentine
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Posted: 21st Sep 2011 17:03 Edited at: 21st Sep 2011 17:15
Hey Guys, I finally found my mic!!!

http://berzerkremake.akaneaya.co.uk/soundsmusic/WELCOMETOBERZERK.MP3

and for those interested in an OGG version...

http://berzerkremake.akaneaya.co.uk/soundsmusic/WELCOMETOBERZERK.OGG

I have started making use of my gallery server so might start putting these on there for easier management

Hope you guys like this style its my own voice!!! [edited of course]

I did notice its a bit short when played inside a player but I will have a play around and see how it runs through DBpro later when loaded... I got a dinner to get to right now and check on my shop so if someone else can do the test while i am gone let us know how it plays... btw because i recorded with my mic, it only records left channel but I used stereo processing to make it more central so it now plys through both channels... this was fun but I need to setup my mic more properly for recording...

EDIT

Just before i pop out... heres an extra for a little more clarity on the effect...

http://berzerkremake.akaneaya.co.uk/soundsmusic/GETTHEHUMANOID.MP3

LBFN
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Posted: 21st Sep 2011 17:30 Edited at: 23rd Sep 2011 15:24
Sounds cool. However, it tends to be a bit choppy in DBPro. The OGG version played better and was not choppy, but OGG files won't work with DBPro. You might have to bring the recording Hz up a little.

I have coded it so that a blue screen comes up while this is played. I'm thinking it might be better to have a graphic that simply shows the words at the same time. Currently, the game starts immediately after it is played, but once Daygamer gets done with the main menu, we can go directly to that.

EDIT:
Daygamer and thisotherguy:

How are you guys doing? It's been a week and a half since anything has been heard from you. Please 'check in' and advise with your status.


Daygamer
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Posted: 26th Sep 2011 06:41
@LBFN,

Sorry for the delay. I worked with this a little tonight. Am I on the right track. I still need to put the lighted up buttons on the screen at the appropriate time.



LBFN
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Posted: 26th Sep 2011 17:11 Edited at: 26th Sep 2011 17:24
First off, it probably would be better for you to work with the current updated code and media. That way, you can integrate what you are doing with it.

This part:



should be included in the LoadImages() function.

This part:



could be included in the Init() function.

I sensed you were having difficulty with writing the MainMenu function, so I have included it here. Comments have been embedded in the code to show you what is happening:



In the main game loop, the first line after the REPEAT command needed to be changed:



I have updated the code to include this. If you download the media and source code from the first post (included in one download now), you can see it in action. You can currently select the other menu buttons, but the only ones that work are PLAY GAME and QUIT.

Do you have any questions about what I did?

Libervurto
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Posted: 26th Sep 2011 21:16
This all seems to be going swimmingly
You are a good leader LB

Join DNG today! We are a game development team open to all. Visit our Headquarters to learn more.
LBFN
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Posted: 27th Sep 2011 01:42
Thanks Obese87

I have tried to fill in the gaps to help keep things moving and it seems to be working pretty well. I hope to get this project completed within the next few weeks.

Daygamer
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Posted: 27th Sep 2011 06:26
@LBFN,

I was able to understand your Main Menu function. Once I see the code I understand everything you were trying to tell me

Quote: "First off, it probably would be better for you to work with the current updated code and media. That way, you can integrate what you are doing with it."

I looked for the code in the first post just now, and I couldn't find it. thanks!

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