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diablo fan
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Posted: 12th Mar 2004 15:58
yes this was a good maze to help trouble shoot the db collision problem
but not what i was looking for in a maze.if you could retake the helm of this tutorial now izzy it would be great.i wouldnt know what to do next to finish the game.we need pellets,ghosts,monster ai,and a proper maze.

please dont make fun of my spelling,or sentence structure.Id rather study math or programming
Izzy545
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Posted: 12th Mar 2004 19:00
Okay. I'll show y'all what I've done with the maze as soon as I can, all I have right now is the four outside walls, just need to make the inner ones and the maze should be done. BTW, I was using NGlorys collision DLL, it's friggin sweet. You should check out the code I posted under Nuclear Glory Collision Tutorials, or something like that, in the newcomers section. It's basically this pacman, but using the demo of NG collision. You can download the trial on his website. Enough of that, I'll show y'all the maze tonight, as soon as I get it done.
GameMaker Jason
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Posted: 12th Mar 2004 19:28
sorry but that code dont work doen't understand the commands

diablo fan
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Posted: 12th Mar 2004 23:49
what code doesnt work? my collison is still buggy in db when your at a corner
its perfect in dbpro.

please dont make fun of my spelling,or sentence structure.Id rather study math or programming
Mattman
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Posted: 13th Mar 2004 00:14
are talking about the code for the dll?
nuclear glory
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Posted: 13th Mar 2004 00:18
I think you'll be interested in this thread (the one Izzy545 is talking about)

http://darkbasicpro.thegamecreators.com/?m=forum_view&t=27531&b=10

My last post has runnable code.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
diablo fan
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Posted: 13th Mar 2004 06:07 Edited at: 13th Mar 2004 06:08
this is the biggest crapper ever .there has to be a way to make this code work in db WITHOUT using nuclear glory or anyone elses dll.this is no complex multi-million dollar nasa project.this is pac-man.i know you might be just looking to learn nuclear glory izzy.but for everyone else who reads this ,i challenge you to find a way without a dll to fix this collision in db (not dbpro).

please dont make fun of my spelling,or sentence structure.Id rather study math or programming
Mattman
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Posted: 13th Mar 2004 06:26
good luck
Izzy545
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Posted: 13th Mar 2004 07:31
Hey... What you gave me was working fine, no problems here. All I'm saying is it's a bit bouncy, and NG DLL doesn't do that. So what you gave me is fine...
GameMaker Jason
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Posted: 13th Mar 2004 12:37
any chance of the next tut soon?

GameMaker Jason
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Posted: 13th Mar 2004 15:28
how are we goin to make the levels?

the_winch
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Posted: 13th Mar 2004 16:03 Edited at: 13th Mar 2004 16:25
I can't be bothered to read the code but collision for pacman should be fairly simple.
Just split the game area into squares then use an array to represent the squares. I the array has a 0 in then pacman can move into the square if it doesn't then pacman can't.
Using inbuilt db collision commands shouldn't be nessicary and will proberly be more difficult.

edit:

some hopefully useful code that shows the principles in 2d
GameMaker Jason
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Posted: 13th Mar 2004 16:30 Edited at: 13th Mar 2004 16:31
thanx but i'm usin Nuclear Glory and i'll post the code



diablo fan
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Posted: 13th Mar 2004 20:47
thank you thank you the_winch i knew it could be done.i have some faith in db.

please dont make fun of my spelling,or sentence structure.Id rather study math or programming
GameMaker Jason
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Posted: 14th Mar 2004 13:23
will the next tut be here before next year?

Izzy545
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Posted: 14th Mar 2004 18:26
Guys, I'm doing this in my own time. Sometimes that means that I have to shirk this to do things that I have to do. I am not solely working on this tutorial. There are many other things in my life that I have to actively work on, meaning that the next tutorial could be a little while. Yes, I'm still working on this, but remember, I'm using my own time doing this, and if I can't get something done, then you'll just have to wait...
nuclear glory
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Posted: 14th Mar 2004 19:40
Out of my pure curiosity, what are these tutorials that you're making in your spare time?

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
GameMaker Jason
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Posted: 14th Mar 2004 20:57
the_winch could you do a step by step tut on how to make the 2D pacman game i'm a bit confused with your code. btw when i compiled your code the player moved in a jerky way it was hard to move accuratly.

diablo fan
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Posted: 14th Mar 2004 21:08
GameMaker Jason give these guys a chance.i know izzy i keep trying to find time to work more on this but its tuff.

please dont make fun of my spelling,or sentence structure.Id rather study math or programming
Izzy545
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Posted: 15th Mar 2004 00:35
NG, I'm doing a step by step pacman game like Chris Knott did for pong. I'll show you the basic four outer walls that I have done right now tonight, then I'll see if I can get done with the entire maze in a few days.
nuclear glory
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Posted: 15th Mar 2004 00:46
@Izzy545
I'm thinking your tutorial would make a very good tutorial for people trying to learn the basics. It would also make a nice primer for those interested in using our collision DLL.

With some consideration, and your permission, I would be interested in making your pac-man tutorial available in the "Tutorials" section of our website to serve the purposes I mentioned above. I would, of course, make sure you were appropriately credited and such.

Let me know if you're cool with that and we'll roll with it.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Izzy545
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Posted: 15th Mar 2004 01:20
Sure, you can put it on your website, I'd be fine with that.

So yea, BTW, to y'all following this tutorial, I'll be using the NG collision DLL from now on, if you want to use the other collision just reply here and I'll probably just show you code for both.
diablo fan
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Posted: 15th Mar 2004 02:43
YES i dont want to use it

please dont make fun of my spelling,or sentence structure.Id rather study math or programming
diablo fan
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Posted: 17th Mar 2004 06:34 Edited at: 17th Mar 2004 07:32
ok this works great guys try this code out



please dont make fun of my spelling,or sentence structure.Id rather study math or programming
diablo fan
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Posted: 18th Mar 2004 23:27
lol nobody reads this thread anymore

please dont make fun of my spelling,or sentence structure.Id rather study math or programming
diablo fan
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Posted: 22nd Mar 2004 08:13
i just bought a joystick and if you look at this code i added it in.


please dont make fun of my spelling,or sentence structure.Id rather study math or programming
diablo fan
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Posted: 23rd Mar 2004 07:54 Edited at: 23rd Mar 2004 07:55
sorry i haven't had much time to think about this lately.But i never give up on this .The game must go on.i have had a break through.i came up with the best collision idea yet without useing a dll.here it is.
what i call this is pacman antennea and of course anyone with this collision problem can use this solution.i added 4 spheres north south east and west.then i changed the collision around alot.all that was needed was a check for the antennea collision in each direction.if it is found then that direction becomes blocked.this way you dont have to bounce off the walls and you still can move in the other direction.here is the new code.



you can see the antennea i did this so you could get the idea. now we will hide them yet the collision will still work.

one thing i will need help with remind me that later that the collision for antennea says (101,0) which checks object 101 with anything .we will not want that later. because we will need to eat ghosts and pellets.so we will use a FOR-NEXT loop to check antennea with walls only.

please dont make fun of my spelling,or sentence structure.Id rather study math or programming
diablo fan
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Posted: 23rd Mar 2004 07:59 Edited at: 23rd Mar 2004 08:35
next i would like to place the rest of the walls up.i would like to make them close to the original arcade look.
then we should do the monsters i guess since i have a working collision we can use for them as well.

please dont make fun of my spelling,or sentence structure.Id rather study math or programming
diablo fan
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Posted: 23rd Mar 2004 08:35 Edited at: 23rd Mar 2004 08:39
screen shot can be seen here

http://images.rottentomatoes.com/images/games/coverg/13/617213.jpg

please dont make fun of my spelling,or sentence structure.Id rather study math or programming
diablo fan
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Posted: 25th Mar 2004 05:17 Edited at: 25th Mar 2004 05:17
ok i cleaned up code and added lots of walls.i think this is all i can do tonight.



please dont make fun of my spelling,or sentence structure.Id rather study math or programming
diablo fan
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Posted: 26th Mar 2004 06:21
ok i now have the maze complete and the game tuned up alot.i took out the background texture to make this easier to quickly try.now you won't need outside media at all.i also tuned up the collision to perfect.
here is my code now.



please dont make fun of my spelling,or sentence structure.Id rather study math or programming
diablo fan
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Posted: 26th Mar 2004 16:25 Edited at: 26th Mar 2004 16:27
i have been wondering since i added the joystick code.does anyone who
is without a joystick have problems running this code?
i may have to add the "if joystick exist()"or whatever the syntax is(im not at my pc).anyway my code at this point should work on everyones computer db or dbpro i think.my db trial period is over so i can't test it there anymore.

if anyone was wondering how i did the map.the best way would be to figure out the coordinates in ratio or scale from the original.i didnt do that though.i used trial and error which may be why my map isn't perfect.

if we are happy with the map now.we could decrease the size of the code using a simple read and data array.this i will do ,if i remember at the end of the tutorial.

please dont make fun of my spelling,or sentence structure.Id rather study math or programming
Whisper Wind
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Posted: 26th Mar 2004 19:07
Try this collision, it runs very smoothly on my pc although I'm unsure how it would do on older pcs. It's basically your original collision except that the increments the pacman moves by are now .1 instead of 1. This allows for more precision (which you're going to need eventually) and less bouncing around. If this ends up not working on older pcs I think you're going to have to find another form of collision detection anyway because the one you have now seems too jerky to me. Source code attatched.
diablo fan
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Posted: 26th Mar 2004 21:32
ok thanks for your idea whisper wind.i will try it when i get home.if i use it ,i will have to bump the .1 up by .1 every lvl because pacman and ghosts must increase in speed.
my original idea here was to increase the sync rate.
did you try my most updated code?

please dont make fun of my spelling,or sentence structure.Id rather study math or programming
diablo fan
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Posted: 26th Mar 2004 23:43
whisper wind your collision has a flaw in it thats why i changed to the anntenea thing.i tried your code and i got pacman to run through a wall.but i think i will try the .1 thing on my latest source and see what happens.

please dont make fun of my spelling,or sentence structure.Id rather study math or programming
diablo fan
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Posted: 26th Mar 2004 23:48
ok so you are right at .5 i seem to have great results between smoothness and speed here is the code now.you should try this one whisper.



please dont make fun of my spelling,or sentence structure.Id rather study math or programming
Whisper Wind
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Posted: 27th Mar 2004 00:39
Tried the new version and it works great. I think the next step is to build the level in an array so that all the passageways are the same size. Right now it just doesn't feel like pacman. Once we get a level builder using arrays we can also use that for the placement of pills. AI for the ghosts will also be much easier using arrays.
diablo fan
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Posted: 27th Mar 2004 01:43
do you have time to do that whisper? if you do it would be wonderful.
i was just going to for-next the pills and leave things how they are.this way i can finish in the next few weeks.but if you got the time im sure you can do a better job.let me know please.i have also been thinking about giving pac man a cone for a mouth .i figure i can move it by using the scale command.which i also had planed to use scaleing for the power pellets.but your right the passages arent uniform size.i could work on the pacman look while you fix the passages and add the pills.i have been somewhat clueless to how to do the monster AI.im still a beginner with arrays.(well with all of this)

please dont make fun of my spelling,or sentence structure.Id rather study math or programming
Whisper Wind
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Posted: 27th Mar 2004 20:36 Edited at: 27th Mar 2004 20:46
Alright I have added some code that will make the level using Data lists and then store it in an array to use for pathfinding later. Run it and see how it looks. It's not done yet (only bothered to enter the top left part of the map), but to contiue working on it, change the 0's in the data statements to 1's to make passageways. 0's are walls. You will need to make the data lists longer and also make new ones. Feel free to adjust the size (though I think it will be easier to adjjust the pacman size). We can just rotate the camera to make the level look right later. Code attatched.
diablo fan
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Posted: 28th Mar 2004 03:16
that is really neat.i will take more of a look at it tomorrow .i think this may work out best.

please dont make fun of my spelling,or sentence structure.Id rather study math or programming
diablo fan
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Posted: 28th Mar 2004 21:52
im having trouble understanding how it works.i know it works but anyway.
for X=1 to 20
for Y=1 to 20
Read a
if a=0:
map(X,Y)=0
make object cube 1000+obnum,4
position object 1000+obnum, X*4, get ground height(1,X*4,Y*4),Y*4
obnum=obnum+1
else
map(X,Y)=1
endif
Next Y
Next X


first thing that catchs my eye is the ":" in
if a=0:
what is that doing there?
and map isn't a command its the name of this array correct?

please dont make fun of my spelling,or sentence structure.Id rather study math or programming
Whisper Wind
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Posted: 29th Mar 2004 03:51
The ":" after the if statement is basically just like a "then", except it means that everything below it until the endif statement is included in the if block. Map is the name of the array. Don't get confused by the array yet because it isn't used in making the map, the map is just stored in it as it is being made.

Basically here's how it works:

The read command is 'reading' the data blocks number by number, and storing each number in variable 'a'. Each time the read command is used, the number after the previously read number is stored in a. Then, if 'a' is a 0, a block is created. If it is 1, no block is created.

With the for X=1 to 20 and for Y=1 to 20 you will notice that the Y=1 to 20 loop goes off 20 times. This makes a total of 20*20=400 times the code within the Y=1 to 20 is firing. You will notice that right now there are a total of 400 1's and 0's combined in all the data statements. So what is happening is that the Y=1 to 20 loop creates enough blocks for one data statement, or one row. When it is over, the X in the for X=1 to 20 loop is increased by 1, and the Y=1 to 20 loop then procedes to create the next row of blocks. Positioning of the blocks is based upon the values of X and Y. Hope you understand This means that when adding to the data blocks or creating new ones you will need to adjust the 20 in the Y and X loops.
Cairne
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Posted: 1st Apr 2004 04:38
My version of darkbasic is telling me... RUNTIME ERROR AT LINE 9. FILE DOES NOT EXIST. (im working on the making of the matrix in the game... and LINE 9 is Make Matrix 1, 175, 175, 8, 8...) I even went as far as copy-pasting the code off the code snippit right under my problem and it still doesnt work
diablo fan
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Posted: 1st Apr 2004 05:53 Edited at: 1st Apr 2004 05:55
try this code right here cairne


please dont make fun of my spelling,or sentence structure.Id rather study math or programming
Cairne
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Posted: 1st Apr 2004 06:44
uh... is pac-man supposed to drift to the bottom of the screen? also... my version wont read "cls rbg (0,0,0) for some reason... it says unrecognised paramater.
Whisper Wind
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Posted: 1st Apr 2004 07:39
My guess is that you are using dbc, in which case it won't work because we are using pro.
Cairne
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Posted: 1st Apr 2004 07:42
ic... oh well...
diablo fan
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Posted: 1st Apr 2004 14:28 Edited at: 1st Apr 2004 14:29
to some point it should work with db classic. i was trying in on the trial version and it was working .then trial expired.i wanted it to work for db classic and pro.

"to some point it should work with db classic." what i mean is if you start from the beginning of this tutorial first and second page codes should work.

but when you had this " RUNTIME ERROR AT LINE 9. FILE DOES NOT EXIST."
im assuming it was because you didnt have

the image in your computer or your code may say "vinyl.bmp" or "steel.bmp" to fix that you have to make sure you have the right .bmp file in the right place in your computer

please dont make fun of my spelling,or sentence structure.Id rather study math or programming

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