Qbasicnews.com

Full Version: Tycoom 0.35 ready. Unfortunally for now last version....
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2
Hello everynody!

I got finally ready Tycoom second review release.
Please check out and tell me what you think about what already is done(spare me please from things that are not ready yet... (but suggestions are more than welcome!) thanks)

It is a lot better (in my opinion) than previous reliese. And is there someone who'd like to help me to program this? There are lot of things I don't know yet how to do. One of them is path finding algorithm for trains. I guess this will be probably the hardest thing in the game.

Also graphics. Most of my time I spent drawing small pivtures for rails yestarday. So does someone know some web site or something from where I could just download them? There are lot of pics I still need for a game. And if someone would be willing to help me there I would be more than appritiated.

Anyway check out what you think and also tell what may need improving before I move on.

Also about Isometric view. I don't know honestly how to do it and also wont bother my head with this yet. I try to make a working game engine first and leave the part of graphics as much costomizible as possible. So I could start working on it later.

Also note that this version needs QBX 7.1 in order to work. You can find it by typing qbx.zip into Google search engine. But compiled EXE file of the game is also included

Okay here's the link:
http://www.hot.ee/wizgui/Tycoom02.exe
It still needs many work to be a real game... But it would be really interesting!

If you would like, I may create some graphic for you in my free time. Just tell me what you need (I know, trains - but what is the palette you are working on, how much memory do you have to place them ect.), and i will try to do it (on the other hand i have not got too much free time these days. But i will have after 2 weeks...)
for trains: treat trains as an npc. give it a dynamic script, that changes as the player changes the game.
Don't make any graphics at the moment please!
I'm writing Isometric map engine for the game(with the help from Z!re) I'm almost ready with it so it shouldn't take too long for now.

As for trains I was thinking about using PAK(or something like that) packing library. In every pack there would be a file with train info(speed, weight, building year... and so on) and small BMP files of train from every angle.

I also got original sprites from original Transport tycoon so maybe I'll be using like I wanted before original TTD graphics. But it still is a lot of work.

As for memory, I have it enough(XMS) it is supported by Dos, win98 and even XP(shouldn't have a problems with NT either, but I'm not too sure about it)

Okay thanx,
release 0.3(hopefully with isometric point of view) should be ready somewhere next week.
Izometric view is a good thing Smile
So i will have to create 5 pictures for each unit (the other three can be mirrored). I will do it!

You could see that Transport Tycoon changed the color of the trains to the owner. If your library can do this somehow, tell me how so i can do it. On the other hand without changing the colors better looking locomotives can be made.

I think you should forget that BMP stuff, or do it on an other way. In the final version you would have more than 1000 very small images what is very annoying because it can take a hour to defrag those small files when needed, and they eat up much more space than they should.

I think Transport Tycoon controlled the trains by "looking foward" from them a few nodes (to see the lights and decide which way can be taken), and by triing to chose the way pointing to the direction of the target station (this was very annoying for me sometimes since they messed up). You can do this way, but you should include a waypoint selection: so the player can tell them where they should go on a complex rail line. This will not consume too much memory.
The other way is to set up direction vectors for every node (In TT this means a track piece surrounded by lights) so trains will be able to decide correctly at every switch but this would eat up megabytes of memory at a big rail system.
Hi,

No I don't know how to change a color actually. I'm not good at all in graphics. But I use Future.Library -so if someone does know then please tell me.

Quote:I think you should forget that BMP stuff, or do it on an other way. In the final version you would have more than 1000 very small images what is very annoying because it can take a hour to defrag those small files when needed, and they eat up much more space than they should.

Do you have any other solution in mind? I could pack all small BMP's into one bigger BMP file or package so it would look like only one file exists... I have to think about it.

For train moving... yeah it is what I thought. To try and move in the direction of the destination, but also do some precheck to see if it is a dead end or a wrong one. Also there is a problem. When we have a huge network and lot of trains, game becomes incredibly slow, becouse for each train it have to do so mach calculation... but I haven't got there yet so we'll see. Using that vector system I think is too complicated to program. (for me :oops: )

I also have a problem with mouse. I don't know yet how to define the tile on what mouse is. The problem is that X and Y rows goes diagonally and tile isn't square but is rhomb. If someone knows how to deal with it then please tell me how.
Try it, and be happy Smile

Code:
DEFINT A-Z

trx = 0  'Track's position to screen
try = 160
nods = 16  'Size of nodes (Width = 4 * nods, Height = 2 * nods)

SCREEN 12

FOR i = 0 TO 10
LINE (i * nods * 2 + trx, i * nods + try)-(20 * nods + i * nods * 2 + trx, -10 * nods + i * nods + try)
LINE (i * nods * 2 + trx, -i * nods + try)-(20 * nods + i * nods * 2 + trx, 10 * nods - i * nods + try)
NEXT i

pxa = 320
pya = 240
pt = POINT(pxa, pya)

DO
DO
  s$ = INKEY$
LOOP UNTIL s$ <> ""
PSET (pxa, pya), pt
SELECT CASE s$
  CASE "8": pya = pya - 10
  CASE "2": pya = pya + 10
  CASE "6": pxa = pxa + 10
  CASE "4": pxa = pxa - 10
  CASE CHR$(0) + CHR$(72): pya = pya - 1
  CASE CHR$(0) + CHR$(80): pya = pya + 1
  CASE CHR$(0) + CHR$(77): pxa = pxa + 1
  CASE CHR$(0) + CHR$(75): pxa = pxa - 1
  CASE ELSE
END SELECT
pt = POINT(pxa, pya)
PSET (pxa, pya)
px = pxa - trx: py = pya - try

tx = px / 2               ' \
px = (tx - py) / 2        '  > This does it!!!
py = (tx + py) / 2        ' /

LOCATE 27, 1
PRINT "location (x,y): "; px; py; "     "

PRINT "node (x,y): "; INT(px / nods); INT(py / nods); "    "
  'This might be important too

LOOP UNTIL s$ = CHR$(27)


Coloring the trains is not really important, and i think the library not supports that. The locomotives will look much better without it.

Packing the BMPs - this is the solution! Smile It is much faster and convient to have them in one file.

The trains: only count when it is at a switch. When the train is near it, store that it will need counting, and count it when the program has free time (no other train needs counting), or it reached the switch. If you count before reaching it, you will need to store where to go, but this is not too dificult since the switch can maximally lead to three ways (On the other hand i had never seen three - direction switches in the reality, but TT had...).
Spotted Cheetah.

Wow... I have no words! And I tryed to take it so... It simple. Okay great great thanks to you! I only have to now put it into action. Really tnx.

Can I mention tour name in Game credits?
Ahh.. poo. I was sooo almost there. heh Nice work. ^_^
Hello,

Okay after long hours of coding ver 0.3 is finally ready(well sort of)
It features Isometric point of view, mouse scrolling and nicer(from original TTD) graphics.

Special thanks to: Ryan, Spotted Cheetah and Z!re who helped me a lot with this project.

Okay please check it out and tell me what you think of it, and also if you encounter a bug then let me know.

Source is also included so if you have suggestion to improve it then I'd be more then happy to listen.

Okay here's the link: http://www.hot.ee/wizgui/Tycoom03.exe
Pages: 1 2