Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Discussion / DNG - Berzerk! remake [DBP]

Author
Message
LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 5th Oct 2011 17:11 Edited at: 5th Oct 2011 17:22
Quote: "I'm busy as ever, but if you'll give me a detailed plan on task 12 I'll try to get working on it at some point. Will I be working with external data that will be saved after the player gets a high score."


1. Setup an array to hold the high score values of ten players. Setup a separate string array to hold their three-digit name.
2. Include a hard-coded version using data statements (i.e. place the data statements within the function that have ten scores and also ten initials). This is so that there is something for the player to look at initially.
3. Within the function, check to see if a high-score file exists. Use the name "Bz.hscore" for the filename. If it does indeed exist, load the data into the arrays that you have established. If it doesn't exist, load the arrays from the hard-coded data.
4. Your function will be called from the main game loop after the case 5 statement. Use the attached image on a temporary basis. Set it at the top center of the screen.
5. Choose a font for now and use larger text to display the initials and scores.
6. Use the 'return to main menu' button (and it's highlighted version) that was created for use with the difficulty menu. Paste it at the lower center of the screen and check to see if the user is mousing over this area - if so, use the lighted version of it. If the user is clicking the LMB while in this area, return to the main menu.



Once you get this done, let me know and I will help with with saving the current game data to the arrays.

Quote: "Also can you help with my problem a little up?"

Darkzombies, this thread was created to work on the game Berzerk!, not on your game. If you haven't already, you should make your own thread about this. I have given you help previously on some of your other threads.

Attachments

Login to view attachments
thisotherguy
12
Years of Service
User Offline
Joined: 22nd Aug 2011
Location:
Posted: 5th Oct 2011 18:48

using something like this for robot collisions but it doesnt seem to be working(goes right after the coo=0 coo2=0 condition in the function). the compiler keeps trying to run the stuff inside the if endif even when no robots are colliding.

Darkseid?
Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 5th Oct 2011 18:57 Edited at: 5th Oct 2011 19:09
@Ok LBFN, I was just EXTREMELY confused because literally NOTHING would work even though I know I did it right.

But anyways, I also asked where in the difficultymenu function the function of clicking on a button is so I can put the difficulty there.

(Functionception?)

EDIT: Actually, after a bit of logical thinking lol. I assume do an until difficulty=1 or difficulty=2 ect.
Then put it in the main loop. Right?

EDIT TWO: I forgot, but did you read my bug post a couple back on page 5? There was no way to the door. It needs to be fixed.

Too lazy to make a signature.
LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 5th Oct 2011 19:56 Edited at: 6th Oct 2011 17:24
thisotherguy:
I have been working on it and I am getting erratic results so far. I will need to spend some time on it to figure it out. It might be better to check collision versus each robot individually instead of checking against everything. It makes sense to me to do the check after the sprite is placed. I also am wondering if we will need to use the SPRITE command instead of the paste sprite we have been using.

Quote: "But anyways, I also asked where in the difficultymenu function the function of clicking on a button is so I can put the difficulty there."


I take it you are referring to placing something on the menu to show which one the user has currently selected. You could make a quick triangle in Gimp or MS Paint and place it beside the button that represents the difficulty. You start off with difficulty = 2, right? Since we are using buttons 7 - 10, this would correspond with button 8. You take the coordinates for button 8, subtract from the x coordinate the x size of your triangle and paste it on the screen after everything else has been displayed. If the user clicks on a different difficulty, you calculate the position the same way.

Quote: "EDIT: Actually, after a bit of logical thinking lol. I assume do an until difficulty=1 or difficulty=2 ect.
Then put it in the main loop. Right?"


After the user has clicked to return to the main menu, you set the difficulty. This would go after the user has let go of the LMB.

Quote: "EDIT TWO: I forgot, but did you read my bug post a couple back on page 5? There was no way to the door. It needs to be fixed."


I wasn't aware that you had posted that. Taking screenshots is easy. On the upper right side of the keyboard you have a key that says 'PrtScn'. Get the game where you want and press this button. Exit the game and open up MS Paint. Click the paste button and save it as a .jpg. Then post it up here (for the future).

That shows an error from the original rooms and should have been fixed when I revised them. Are you using the most current version of the code? I have not seen this issue since I revised the rooms. If you are still experiencing this, please post up a pic.

EDIT:
thisotherguy, this seems to be working pretty well, but I have not thoroughly tested it.




Post EDIT:
I am working on making the maze interior walls look better. Here is a pic of room #1.



Attachments

Login to view attachments
Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 7th Oct 2011 06:03
Ok, so I made a temp image for the selected thing you mentioned.
its attached. Also heres the coords.



Too lazy to make a signature.

Attachments

Login to view attachments
LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 7th Oct 2011 17:04
DarkZombies:
The completed difficulty menu:


I have also made edits in the code to set things up assuming the player is in normal mode. When the user chooses easy or insane, changes are made to reflect this. This starts the player closer to the end in easy mode, in the middle with normal and at room #1 (upper left corner) in insane mode. The graphic you made is placed to the left of the current selection. It seems to work pretty well. I plan to update the code in the first post and FTP and add your graphic to the FTP.

Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 7th Oct 2011 18:24 Edited at: 7th Oct 2011 18:27
"Array does not exist or array subscript out of bounds at line 992"
I just copied and pasted the code from your snippet over my old one.
Ill look around, maybe I forgot something.

EDIT: Ok, I forgot to change the 10 to 13 in the buttondata thing, but now im getting the same error at line 1000.

Too lazy to make a signature.
LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 7th Oct 2011 19:35
Darkzombies:
I have made a number of changes to the code and media. I have updated the media and code on the FTP and in the Mediafire link in the first post of the thread. Try updating to the new code/media and see if it takes care of it.

I like how the difficulty menu works. Nice work.

Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 8th Oct 2011 04:22
Yup! It works. Well, now I should probally work on the image so it looks better. Unless you want to? If you want to, I can get started on something else. It is the weekend now so Ill have more time.

Too lazy to make a signature.
MrValentine
AGK Backer
13
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 8th Oct 2011 06:18 Edited at: 8th Oct 2011 06:21


I hope this image works...

I got the same issue with that code...

Hey guys sorry, things been hectic...

EDIT

and to add to the above... my broadband dies tomorrow... and my phone line gets moved to my shop on the 17th and then it will be a further week before I get broadband there... and I am yet undecided who I take up contracts with...

EDIT

Oh and this error is from running the content held in the FTP folder

Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 8th Oct 2011 09:34
Im not getting this error. So Im not sure lol.

Too lazy to make a signature.
LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 8th Oct 2011 16:01 Edited at: 8th Oct 2011 18:23
Quote: "Oh and this error is from running the content held in the FTP folder "

I believe that error is when you are in room 36 and try to exit out the east door. The plan is to place a game's end boss there, but it has not been developed yet. I think for now I am going to remove that door until we are ready for it, so that way we do not get this error again.

Quote: "If you want to, I can get started on something else. It is the weekend now so Ill have more time."

I would like to be able to use a joystick for this game. How about working on the user input menu? I have attached an image.

Game status update:
1) [DONE] robots explode when running into walls or each other
2) [DONE] possibility of 11 robots in each room
3) scoring system and display
4) extra lives displayed
5) [DONE} player actually shoots
a) collision with walls - LBFN
b) collision with robots - LBFN
c) collision with Evil Otto
6) Evil Otto character created and animated - LBFN
a) Evil Otto in-game with collision with robots / man
7) screen scrolls when moving room to room - thisotherguy
8) final boss in room 36
a) create character
b) coding
9) device input menu - Darkzombies
10) [DONE] game difficulty menu
11) soundFX menu
12) high scores menu - Daygamer
13) [progress] wall tile graphics still needed

Attachments

Login to view attachments
MrValentine
AGK Backer
13
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 8th Oct 2011 17:28
Quote: "I believe that error is when you are in room 36 and try to exit out the east door. The plan is to place a game's end boss there, but it has not been developed yet. I think for now I am going to remove that door until we are ready for it, so that way we do not get this error again."

yes

LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 8th Oct 2011 18:22 Edited at: 8th Oct 2011 19:15
I have remmed out the code that places the east door in room 36, so we will not have that error anymore. I have not updated the FTP yet. I hope to update once I get the player shooting complete.

I have the player shooting in-game; the shot collides with the walls, but doesn't collide with the robots yet.

I also plan to make some images soon that have the player getting electrified and exploding when you run into a robot or wall.

Darkzombies:
Attached are the lighted buttons you will need for the input device menu.

Attachments

Login to view attachments
Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 8th Oct 2011 19:25 Edited at: 8th Oct 2011 20:06
Wah..? How do I make it joystick compatabile?
Do I just make the menu and you do that?

EDIT: Oh Oh, I can do the score system too!

EDIT TWO: That was easy, it most likely wont work. But I got this ready.



In difficulty menu change multiplyer to whatever amount you want to
gain from each kill. Again, this probally wont work at all. But at least I tried

Too lazy to make a signature.
LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 8th Oct 2011 19:55 Edited at: 11th Oct 2011 06:04
Quote: "Wah..? How do I make it joystick compatabile? Do I just make the menu and you do that?"


If you can take care of the menu, I can take care of the coding for joystick input. It really is fairly simple to implement once you know how. I will comment it highly to help you understand it. Thanks for taking care of the scoring system too.

Attachments

Login to view attachments
Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 9th Oct 2011 08:59
Hey, at some point are we going to have a background image for the menu's, and a floor image for the rooms (the black is fine, just asking)

"Insert funny coding-related joke here"
LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 9th Oct 2011 15:01
Quote: "In difficulty menu change multiplyer to whatever amount you want to
gain from each kill. Again, this probally wont work at all. But at least I tried"

I think the scoring should be the same, regardless of the difficulty level. I will look at the specs from the arcade game and will plan to score it similarly. We definitely would not want to make a do - loop to implement it though.

Quote: "Hey, at some point are we going to have a background image for the menu's, and a floor image for the rooms (the black is fine, just asking)"

Do you have some graphics to share for this? I don't think we should get too busy of a background on the menu screens, if anything at all. With the rooms, I wondered about making the floor a darker color than the walls, so if we are in the yellow/brown zone, we could go with a darker brown, in the green zone, a darker green, etc. I think if we make up a pattern it will be too busy and will actually take away from the game. Still, I am willing to try it to see if you have something prepared.

Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 9th Oct 2011 20:14 Edited at: 9th Oct 2011 20:52
Ok, if anything that can go later though. The blue screen probally isnt the best for a menu lol.

EDIT: Do you think we should do ludum dare? This would qualify, the only goal is to finish a game you've been doing, and earn at least $1 off it. http://www.ludumdare.com/compo/

"Insert funny coding-related joke here"
LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 10th Oct 2011 00:29 Edited at: 11th Oct 2011 00:23
Quote: "Do you think we should do ludum dare? This would qualify, the only goal is to finish a game you've been doing, and earn at least $1 off it."


Interesting. I have not heard of the Ludum dare. Some thoughts; I don't know that we will be done by the end of October (we might). I seriously doubt anyone would pay $$ for this game, at least for what we expect to have when it is completed. I would think that we would have to put a lot more into it in order to expect to be able to sell it. Additionally, you would have to be concerned about infringing on Stern's copyrights if you sell it; It is a remake/reboot of their arcade game.

Nice thought, but I don't see it happening.

EDIT: Made some green wall graphics.



Made some red (ish) wall graphics:



Attachments

Login to view attachments
Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 11th Oct 2011 02:57
Ohh! So are different rooms going to have different textures? Or are you experimentingg?

"Insert funny coding-related joke here"
LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 11th Oct 2011 03:21
The plan is to have four quadrants, the only real difference being the tile colors/images. The rooms in the upper left corner, for example, would all be the 'blue' rooms, the rooms in the upper right corner would be green, etc. So, as the player makes their way through the maze it will not be all the same textures.

I wasn't really experimenting, I was making the images for the different quadrants. I am done with the yellow, green and red and only need to redo the blue. Hopefully everyone likes the images. I have had zero feedback.

I'm also working on the inner room images, so that the end pieces are capped off nicely. It is a bit of work, but I only have 4 rooms left to do out of the 15.

Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 11th Oct 2011 05:16
well, good job

"Insert funny coding-related joke here"
LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 11th Oct 2011 06:06
Thanks. Got the blue revised:



I'll work on actually coding the quadrants so that the different images are used in-game.

Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 11th Oct 2011 06:16 Edited at: 12th Oct 2011 19:09
Wow... THATS EPIC lol.

EDIT: Hmmm.. I wonder where everyone else is, progress really slowed down.

EDIT TWO: Ok, I just have to ask, how did you do your player input? Im trying to do an engine for my game sort of like this (Except 4 directions) You look down at your character type thing.
I don't know how to since sprites only have a move forward command and a rotate. If there was a position sprite command I could just have it constantly repositioned wherever the player.x and player.y is but they dont. Please help me. Ill create a new thread if I need too.

"Insert funny coding-related joke here"
LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 13th Oct 2011 17:51 Edited at: 13th Oct 2011 20:16
Quote: "EDIT: Hmmm.. I wonder where everyone else is, progress really slowed down"
.
I was thinking the same thing. Can't say I am totally surprised, but disappointed nevertheless.

Quote: "EDIT TWO: Ok, I just have to ask, how did you do your player input? Im trying to do an engine for my game sort of like this (Except 4 directions) You look down at your character type thing.
I don't know how to since sprites only have a move forward command and a rotate. If there was a position sprite command I could just have it constantly repositioned wherever the player.x and player.y is but they dont."


You can simply rotate the sprite to the correct direction and move it. You can also use math to calculate positions too. The SPRITE NUMBER,X,Y,IMAGE call is what positions them. MOVE SPRITE NUMBER,AMOUNT is what moves them.

You can strafe left or right by saving the sprite angle, adding/subtracting 90 from it (using wrapvalue, of course), move the sprite, and restore the original sprite angle.

The input is simply the method to allow the user to direct the player sprite. Typically, I will give the user the option to choose which input they prefer. It is fairly easy to code this.


EDIT:
Moving forward.....
The code has been modified so that the player can now shoot the robots. It does work, but some minor issues need to be fixed. The FTP and mediafire download in the 1st post of the thread have been updated. The newer wall graphics have also been included. The rooms are actually divided into quadrants as far as the graphics go. You can generally tell where you are at by the graphics used.

POST EDIT:
The device input menu has been completed and you can now use a joystick for playing the game. It is a dramatic improvement over using the keyboard IMO.

Next on my list is to make the 'player frying' graphics and install them in the game. Once these are done and the player collision with the robots is in place, I plan to update the code again.



Daygamer
14
Years of Service
User Offline
Joined: 16th Mar 2010
Location: United States
Posted: 13th Oct 2011 23:47 Edited at: 13th Oct 2011 23:49
@LBFN,

I'm not forgetting about this. I'm following every post. Hopefully I will have some time to work on my assignment this weekend. It's just that homework has to come before coding for me I really appreciate your leadership. Thank you!!!

Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 14th Oct 2011 03:02
Well its nice daygamer is still here, what about everyone else? Also, thanks and nice work LBFN!

"Insert funny coding-related joke here"
MrValentine
AGK Backer
13
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 14th Oct 2011 03:21
still here just life is being heavy... I broke my Dell Streak waiting on replacement phone... sadly not the same... theyre sending the Samsung Galaxy S II

Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 14th Oct 2011 05:59 Edited at: 14th Oct 2011 07:52
Ok, still need help. This works, but is really buggy and weird.



EDIT: Never mind, just ignore this, you'll probally just say "Keep on topic", Ill make my own thread on newbie corner

EDIT TWO: Just updated, can we switch the shoot button to something closer to arrow keys/WASD like the spacebar?

EDIT THREE: GLITCH!!





Its in every room!

"Insert funny coding-related joke here"
LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 14th Oct 2011 17:08
All:
Thanks for the comments. Schooling / real life always takes priority over gaming, so I understand. Please help out when you can.


Quote: "EDIT TWO: Just updated, can we switch the shoot button to something closer to arrow keys/WASD like the spacebar?"


We can if you think a majority of people would prefer the spacebar. I suppose, if we wanted to, that we could put in an option to choose between the LMB or the spacebar (when using the keyboard) for shooting in the device input menu.

Personally, once I got the joystick working, I didn't want to use the keyboard, as the gameplay is greatly improved. To me, it feels a lot like the arcade version of Berzerk when using the joystick. The main difference is that the play moves too quickly (I may slow it down some). I want to include some other things before I upload the version that has the device input menu and the joystick capability.

Quote: "EDIT THREE: GLITCH!!"

That was a bug in an older version of the game, but was fixed. I just ran the code and did not see it at all. Are you using the most updated version?

It is worth noting that there are a few other things that need to be addressed.

Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 14th Oct 2011 18:51 Edited at: 15th Oct 2011 06:58
Oh, I just downloaded the latest version from the FTP, maybe I got the buggy version. :/

EDIT: I forgot about it, but I finally made a new image for selecteddiff! Its attached.

SPOILER!


EDIT TWO: When are you going to release the joystick-compatible version? I wanna try it out! (Plus see how you did it so I can try)

"Insert funny coding-related joke here"

Attachments

Login to view attachments
LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 15th Oct 2011 18:30
Quote: "EDIT: I forgot about it, but I finally made a new image for selecteddiff! Its attached."

Very nice, thanks. I have already incorporated it.

Quote: "EDIT TWO: When are you going to release the joystick-compatible version? I wanna try it out! (Plus see how you did it so I can try)"

I think you will be surprised at how easy it is to incorporate using a joystick for player input. Basically, I store a value of the user's choice for input in the variable, MOI (for method of input). In the MovePlayer() function, I look at the value of MOI and assign values to r, l , u and d using the arrow keys, WASD keys or the joystick. I move the player's sprite based upon the values of r, l, u and d. Piece of cake.


I am hoping to get a couple of things done before I update the code again:
1. images for the player 'frying' created and in-game
2. player collision with the robots

So please bear with me in the meantime. I hope to have these completed tomorrow afternoon or perhaps Monday at the latest.

Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 15th Oct 2011 19:07
Can't you just select all the robots with a for x = 1 to botsinroom
or something, then do sprite collision with player? Its seems pretty simple to me, though I may be leaving something out.

"Insert funny coding-related joke here"
LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 15th Oct 2011 19:31
Quote: "Can't you just select all the robots with a for x = 1 to botsinroom
or something, then do sprite collision with player? Its seems pretty simple to me, though I may be leaving something out."


Didn't mean to imply I was having difficulty figuring out how to do the collision with the robots, I simply had not taken the time yet to put it in the game.

Actually, I am making really good progress. The robots now collide with the player and the player fries when they touch him. I want to have frying animations for four directions, based generally upon which way the player is facing. The only one I have created now is when the player faces right and it's not completely done. Got to leave for work before too long, so I am done with it for today.

MrV:
If you could create a sound that sounds like electricity arcing between two poles (kindof a sizzling / crackling sound), it would make the player frying animations really come to life.

Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 15th Oct 2011 22:06 Edited at: 16th Oct 2011 18:14
Ive been learning so much recently. Mainly cause of my own game. (And the newbie corner, as I call it)

EDIT: So okay, Im trying to do spritesheets. And im getting illegal area number. Heres the code, and the image is attached.



P.S. I got the sprite sheet off the internet, its just for helping me learn sprite sheets.

EDIT TWO: Again, I know this isnt the place to ask, but can you help me? Im getting a bunch of bugs. first, the enemies are just spawning everywhere and spazzing out, thats in the setupenemies function. Second, I want it to wait 1500 after an attack to move, or drink a potion but thats not working, the timer must be broken. And it doesnt allow the guy to attack, or drink a potion while moving. So an early thanks
The images im using are attached.



EDIT THREE: So, to keep on topic, what was that I needed to do? I can do high score menu till mrvalentine (He was the one doing it, right?) Comes back.

EDIT FOUR: So im doing the highscore menu, and im already confused, I have just a couple ifs right now, I just wanted to know if I should make another array to make the lines (for the highscores)
but blank strings then we'll turn the score(x) or whatevers avaiable out of the array and place it, then switch the other variable lines(1) = false or something like that to make sure the line stays there until the whole 10 lines gets filled up. Well heres what I got so far.



P.S. the arrays are declared at the top under the global variables and I use a for next to set them all to 0.

"Insert funny coding-related joke here"

Attachments

Login to view attachments
LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 17th Oct 2011 00:38 Edited at: 17th Oct 2011 05:20
Dz:
I have confirmed the bug you posted a while back about the maze walls looking goofy. If you play using normal everything is fine, but if you choose easy or insane, it goes goofy. Anyway I need to work on that.

I have made all of the 'frying' images for the man and the animations are working in-game.

The robots are sometimes positioned right next to the man when a new maze is entered, thus frying the man unfairly. I will have to work on that too.

EDIT:
Darkzombies:
Your loadimage() function is loading image #1 and you are trying to grab a portion of the screen as image 1. Also, the image has a background of RGB(255,0,255), so you will need to set the image colorkey so it doesn't show up. Here is some code that works with the media you supplied:


When you want to pull images off of a sprite sheet, you typically will load it in as a BITMAP, grab the images off of it and then delete the bitmap, like I have done.

I looked at the code for your second problem, but the images are not there, nor is the music. I can rem out the music stuff, but I would prefer to have the images. Can you upload them on a different post?

As to work on this game, I was wanting you to do the device input menu. When you did not respond, I went ahead and completed it. Daygamer is working on the High Score Menu. Perhaps you could work on writing the code to include the extra men.

Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 17th Oct 2011 06:02
extra men? lol? do you mean extra scores or what?

"Insert funny coding-related joke here"
LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 17th Oct 2011 06:22
Quote: "extra men? lol? do you mean extra scores or what?"

No, I want you to figure out how to display the number of lives of the player on-screen during the game. You have the right side of the screen to work with. In fact while you're at it, maybe you could come up with some ideas as to how we should best fill this space. If, after you have made an effort to do this and get stuck, just post.

Also, If you still want help with the second question/problem you had previously, I need your media images.

Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 17th Oct 2011 06:49 Edited at: 17th Oct 2011 06:54
Oh, well in the download file the only thing you need is the knight.png and the animations (knightA.png, and knightP.png) And thats in there.

EDIT: Also, working on a turn based engine (Just wanted to show you, and making sure im not just making it really messy lol)



"Insert funny coding-related joke here"
LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 17th Oct 2011 07:20
Quote: "Oh, well in the download file the only thing you need is the knight.png and the animations (knightA.png, and knightP.png) And thats in there."

I get an error in the setuptrees() function that it is looking for image 6, which is the tree.png image, which is not in the download.
To be candid, I am trying to be nice and help you, but you are not making it easy for me to do so.

Regarding Berzerk! I have reworked the code and fixed the errors with the walls using easy or insane mode. I have also made it to where the robots are at least a little bit away from the player when he starts in a room (I may put them back further, but we'll see how it goes). Joystick mode is available, as are WASD keys. The player shoot button with the arrow keys and WASD keys is the LMB still. The joystick uses fire button A.

The FTP has been updated with the code and media. I will update the link in the first post also in a few minutes. You will not be able to simply download the .dba/.dbpro files by themselves, as new media has been added. This is a significant update and I ask that all team members download and play it and provide feedback.

In my view, this game is really coming together. There is something satisfying about blasting an enemy robot and seeing it disintegrate before your eyes.


Daygamer
14
Years of Service
User Offline
Joined: 16th Mar 2010
Location: United States
Posted: 17th Oct 2011 07:42
The game is looking awesome. So excited! I did notice the robot's almost take themselves if you wait in the doorway for a second because they all run into each other or run into walls. Do we have a plan for this? Or that the way we wanted it. We could make the robots blow only when they hit the walls and not when they contact each other. It's just kinda anticlimactic to walk into a room with 8 robots, and 6 of them self-destruct in like .7 seconds

Well, I've started the high score menu, and I'm understanding it so far. I will be back

LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 17th Oct 2011 07:59 Edited at: 17th Oct 2011 15:41
Quote: "The game is looking awesome. So excited!"

Thanks, I am getting excited about how this game is coming along also.

Quote: "I did notice the robot's almost take themselves if you wait in the doorway for a second because they all run into each other or run into walls. Do we have a plan for this?"


Good point. We can do this a couple of ways. Either place the robots further apart initially or allow them to run into each other without dying. I think I will try option 1 here and see how we like it on the next update. Remember, Evil Otto will be making an appearance in the game (hopefully) before too long, and you won't be able to simply stand and wait around too long, still .7 seconds won't cut it.

Quote: "Well, I've started the high score menu, and I'm understanding it so far. I will be back"


Did you mean "I'll be back!!"

EDIT:
I have repositioned the robots to where they are at least a ways away from the walls, but they still die too quickly, so I took out the robot collision one with another. Perhaps we could leave this in for easy mode?

Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 17th Oct 2011 18:18 Edited at: 17th Oct 2011 18:19
Well good job!
and sorry, I forgot about the tree.png, ill attach it, the error with that is that it only places one tree :/

Right now im brainstorming an idea to do tile based movement/collision. I don't know how to efficiently keep track of the tiles (I dont think currenttile or x/y will work) is it possible to go over left or right/forward or backward the size of a tile and check if theres one there? Or is there any better way? Same with the AI.

P.S. I do have different types for floor tiles and wall tiles, will that help? Same with arrays.

"Insert funny coding-related joke here"

Attachments

Login to view attachments
LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 17th Oct 2011 18:54
Quote: "the error with that is that it only places one tree :/"

No, it is placing ten trees in the exact same spot. You are wanting a wall of trees, I take it, because you set the x coordinate for all of them at 600. If so, you just need to randomize the y coordinate, like this:


Also, you are constantly creating fighter sprites the way you have made your game loop. I'm unsure what you are wanting to do, but this at least keeps it from creating thousands of fighter sprites:


Instead of posting here in this thread, taking us off topic, why don't you simply email me instead? I really don't want to clog this up with unrelated material.

Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 18th Oct 2011 05:17 Edited at: 20th Oct 2011 18:08
Yeah nevermind the tree thing anyways, I simply just messed up and put tempy = 50 + 50 when I should have put tempy = tempy + 50.

Ill email you from now on. (That means please check it )

EDIT: So, any updates lol, its been quite awhile. Ive been learning a whole bunch lately.

t is s gnat re h as ben destro ed by A m d
LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 21st Oct 2011 18:29
Okay, I have updated the code on the FTP and in the first post. It now will play the soundFX with some intelligence. For example, when the player leaves the room without destroying all of the robots, sometimes it will call him a chicken and to fight like a robot. It also will randomly play one of three taunts from the robots during the game (every 8 - 13 seconds seems to work okay). It also taunts the player when a robot collides with him.

I have added a credits graphic that is displayed for 2.5 seconds after the game ends. It goes back to the main menu after that.

I have coded it so that in easy mode, the player gets two shots on-screen at the same time and the robots will destroy each other if they collide. In normal and insane mode, this does not happen. I have fixed a few other code problems also.

I plan to work on initial robot placement some more, as they are too close to the walls. Still, the game difficulty has increased some already.

I am waiting on the following:
* MrV: revised soundFX (including an electric frying sound)
* Daygamer: High scores menu
* Darkzombies: extra man in-game
* thisotherguy: slow-scrolling movement room to room

I plan to give all of you some more time to complete these tasks. It is expected they will be completed by 28 October (1 more week).

Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 22nd Oct 2011 03:50
So Im doing a lives counter with images? Ill scale the forward idle image of the player to use for the lives, and just have the player reset if he still has lives left (Then one life dissapears)

EDIT: Did you use a plugin for the new changes? Im getting .dll missing errors.

t is s gnat re h as ben destro ed by A m d
LBFN
17
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 22nd Oct 2011 17:49
Quote: "So Im doing a lives counter with images?"

Yes; write a function that will display how many lives the player has currently. I would suggest using PASTE IMAGE. When the player is on their last life, don't display any lives. Max lives displayed should be 5.

Quote: "EDIT: Did you use a plugin for the new changes? Im getting .dll missing errors."


No, not at all. I only rewrote/added some code and added some images. What .dll did it say you were missing?

Darkzombies
13
Years of Service
User Offline
Joined: 25th Dec 2010
Location: In multiple tabs, most likely youtube.
Posted: 22nd Oct 2011 18:43 Edited at: 22nd Oct 2011 18:52
"The program can't start because MSVCP71.dll is missing from your computer." Thats what it says. Im assuming its a plugin, Ive never gotten this before.

Oh yeah, and whats the image number for the forward idle animation?

t is s gnat re h as ben destro ed by A m d

Login to post a reply

Server time is: 2024-04-24 00:43:48
Your offset time is: 2024-04-24 00:43:48