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UPDATES ON COBRA------

For those of you that played the Cobra demo, I fixed some of the collision detection. I'm surprised no one noticed them and reported them, but I ignored them for so long, that I forgot them and it all seemed like part of the game. You can also no longer walk through your opponent. Unless both of you are walking into each other, but think of it as a tactic... it really is...

I have added that one girl that I drew a picture of and posted. Her name is Janne and I still need to give her moves and a winpose.

I would like to have one more QB character be in the game, preferrably a popular one that doesn't have any more games being developed for them (doesn't really narrow it down that much).

I ALSO HAVE A SUGGESTION FROM YOU GUYS: If any of you noticed that ANY of the animations looked awkward, or had misplaced pixels, ect. please let me know to I can touch it up some.

That's about it, there might've been more, but I don't think I left anything out. I am currently working on characters and stages.


EDIT: Oh, by the way, if you were wondering, I tried to add parralax scrolling, but I soon painfully realized that line and paint commands to not overlap very niceley...
Ok everyone, I am now glad to say (sort of) that trying to get Cobra with a compatible keyhandler has now become my first priority. One of the only problems I'm having is that with Toonski's example of a good keyhandler (page 5 or 4), when I press a key and then let go, the "nothing key" number is different each time I press something, for example, I hold left down, it says 75, I let it go, it says 203, I hold right down, it says 77, I let right go, it now says 205, why is the "nothing key" different and how can I make it stay put?
Why do you need to know that nothing key? :???:
Quote:Ok everyone, I am now glad to say (sort of) that trying to get Cobra with a compatible keyhandler has now become my first priority. One of the only problems I'm having is that with Toonski's example of a good keyhandler (page 5 or 4), when I press a key and then let go, the "nothing key" number is different each time I press something, for example, I hold left down, it says 75, I let it go, it says 203, I hold right down, it says 77, I let right go, it now says 205, why is the "nothing key" different and how can I make it stay put?

Nothing key? Looks like a key release code so you can tell when a key is no longer depressed. Rather than check for that, why not just check for the keypresses you want (75, 77 etc)?

PS, this has to be the oldest longest-running thread at QBN for some time..
Yeah. you don't need to care about that depression value. Just check and work with they keypress scancode.
it dont matter what the "nothing" key is... just when it changes, release or derelease the key specified.

of course, a better idea would be to use an assembly keyhandler that properly uses interrupt vectors and is more efficient (like, say, milo's or one of the many fine library keyhandlers out there).
LEVEL UP

COBRA HAS GAINED:
AN ACCEPTABLE KEYHANDLER
86057806540698 XP

Quote:LEVEL UP

COBRA HAS GAINED:
AN ACCEPTABLE KEYHANDLER
86057806540698 XP


Hehehe, very clever. :lol:
fuck man, i'm so tired of hearing libless, no lib, pure qb. I understand someone not wanting to use anyone elses code. But for gods sake, there are somethings you can't and shouldn't do in qb. It's code generation is to clumsy and too much crap. And some things you simple can't do in it. You don't want to use anyones code, that's perfectly fine.

But for fucks sake, do it in C or Assembly. Or even pascal if you like. But do not do lame things as storing the binary code in strings and calling it with call absolute. Or using poke and peek when it's clearly not enough. Why are you limiting yourself? Is it anyless of value or anyless your code if some parts are written in C or asm ?

Snap out it.
Quote:f**k man, i'm so tired of hearing libless, no lib, pure qb. I understand someone not wanting to use anyone elses code. But for gods sake, there are somethings you can't and shouldn't do in qb. It's code generation is to clumsy and too much crap. And some things you simple can't do in it. You don't want to use anyones code, that's perfectly fine.

But for f**k sake, do it in C or Assembly. Or even pascal if you like. But do not do lame things as storing the binary code in strings and calling it with call absolute. Or using poke and peek when it's clearly not enough. Why are you limiting yourself? Is it anyless of value or anyless your code if some parts are written in C or asm ?

Snap out it.

It's fun. :king:
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