Frantic Journey is *now* underway in FB. Letâs go!! - Printable Version +- Qbasicnews.com (http://qbasicnews.com/newforum) +-- Forum: Qbasic "like" compilers/interpreters (http://qbasicnews.com/newforum/forum-5.html) +--- Forum: FB Discussion & Programming Help (http://qbasicnews.com/newforum/forum-15.html) +---- Forum: FB Projects (http://qbasicnews.com/newforum/forum-16.html) +---- Thread: Frantic Journey is *now* underway in FB. Letâs go!! (/thread-7463.html) Pages:
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Frantic Journey is *now* underway in FB. Letâs go!! - Adigun A. Polack - 06-02-2005 Dearest all of you splendidly good QB45/QB71/FB community, My most richest greetings to you all, and I am *so* thrilled to announce that the project of Frantic Journey (FJ) is both officially and successfully starting to develop and develop in FreeBASIC now, right from its very first steps on!! =b ! Take a look please at what I have currently so far: __________________________________________________________ The new mode-select screen (through GFXlib 2) where users select between âfull-screenâ and âwindowedâ modes. Left to Right: The loading screen and the simulated ram-rom check screen. __________________________________________________________ Like I may have said originally since the development of the previous QuickBASIC demo version of this game, I am making this thing like an actual arcade machine, right down to the very last drop. And all of this, folks, is only the first wonderful taste of what I am gonna give you in FJ. Currently now, I am working on a custom scalable font routine (ala RelLib) for the game itself, and I will be looking forward to keeping you all posted, okay now? Be seeing you all now, and WE ARE GONNA ROCK THIS PROJECT *WIDE* OPEN HERE, believe me. !! GIVING YOU SOMETHING MIND-BLOWING HERE, Adigun Azikiwe Polack One of the Founders of âAura Flowâ ::: Continuing Developer of âFrantic Journeyâ Current Developer of âStar Angelic Sluggerâ ::: Webmaster of the âAAP Official Projects Squadâ Original Creator of the âThe New FreeBASIC 8-Bit Palette Machineâ P.S. Rel, while I am truly striking first blood on this FJ project in FB, have you done the 8-bit âGamma Spriteâ routines yet in FB and GFXlib 2? Thanks so much now!! =b Frantic Journey is *now* underway in FB. Letâs go!! - Pete - 06-03-2005 It's great that you're porting it to FB! ... But a "simulated ram-rom check screen"? That's just silly. Frantic Journey is *now* underway in FB. Letâs go!! - Jocke The Beast - 06-03-2005 Cool. Hope to see a demo soon. Happy coding! Frantic Journey is *now* underway in FB. Letâs go!! - Dr_Davenstein - 06-03-2005 Yeah, I agree with both of those remarks... Why don't you just run a real check on the ram to make sure it's enough to load what the largest stage will need? Snazzy lookin' and functional. Thanks so much here, gentlemen! ^_-=b ! - Adigun A. Polack - 06-03-2005 To all of you: Thanks so much on your fine comments, guys. :king: And actually, I designed the simulated ram-rom check as a simple reason for adding more of an arcade-feel to the game itself, and I believe that it is quite a useful novelty, really. Nothing wrong with that. To be honest, guys, I have seen *many* arcade games back in the day that usually do the real checks and stuff (such as Gradius, Pac-Man, Sky Shark, Pang, all sorts of games! ) as they boot up themselves. And also, if you have seen MAME or Raine, you probably have seen some of those same checks indeed, too. Like I am saying, the simulated ram-rom check is there for adding more arcade-quality to Frantic Journey (FJ) itself. Just think of it as a fun little extra, guys! And Dr_Davenstein, look, I can arrange some of the check like you said to make it a bit more realistic. Could really happen, so stay tuned. ^_-=b ! Gentlemen, about my new RelLib-based scalable font routine, it is just now done so far tonight, and I have so far the BIOS-like portion of the routine. Here it is: .......and it is gonna be designed for this FJ project itself, very truly. As well now, I seriously plan on re-creating and making scalable some of my own custom FJ fonts that were first created from a couple years or so back, and I am gonna arrange them to display in up to a spectrum of so many different colors, too. Wait and see. :wtnod:=b Be sure to ponder all of these now, and thank you so much for your sheer honesty, people! :king: Bye for now as I continue the work for this very important FB-created project!!! - Adigun Azikiwe Polack One of the Founders of âAura Flowâ ::: Continuing Developer of âFrantic Journeyâ Current Developer of âStar Angelic Sluggerâ ::: Webmaster of the âAAP Official Projects Squadâ Original Creator of the âThe New FreeBASIC 8-Bit Palette Machineâ Frantic Journey is *now* underway in FB. Letâs go!! - relsoft - 06-03-2005 Cool stuff. Tip, use function pointers and abstract the enemies. It would be easier in the long run. :*) Re: gamma routine? It would take me like 5 minutes to make so don't worry. :*) You sure know what is going on, Rel! - Adigun A. Polack - 06-03-2005 To Richard Eric M. Lope (Relsoft): Good!! I can arrange that as well! I am not as of yet experienced at using function pointers on making the enemies, but hey, I will be giving it a shot on this FJ project. Donât you worry about a thing! Thanks so much again, Rel, and I got a PM waiting for you, so do check there please if you have not done so already. =b Bye for now, my man, and God bless you! - Adigun Azikiwe Polack One of the Founders of âAura Flowâ ::: Continuing Developer of âFrantic Journeyâ Current Developer of âStar Angelic Sluggerâ ::: Webmaster of the âAAP Official Projects Squadâ Original Creator of the âThe New FreeBASIC 8-Bit Palette Machineâ Frantic Journey is *now* underway in FB. Letâs go!! - Jofers - 06-03-2005 Sure you are: [syntax="qbasic"] Type enemy left as integer ' do this as you could declare the function moveleft as Function( theenemy as enemy, distance as integer) as integer ' ...etc End Type Declare Function enemy_moveleft ( theenemy as enemy, distance as integer ) as integer Dim myenemy as enemy ' This ties enemy_moveleft to myenemy.moveleft myenemy.moveleft = procptr( enemy_moveleft ) ' so now, you can do this: myenemy.moveleft( myenemy, 4 ) ' the actual function Function enemy_moveleft ( theenemy as enemy, distance as integer ) as integer theenemy.left -= distance return -1 End function[/syntax] Jofers, I have just tried your code here, and.... - Adigun A. Polack - 06-04-2005 To Jofers: Thank you so much for your awesome code snippet in this thread, man, because this will *really* help me out on this ambitious project in FB, I am sure!! ^_^ ! Using that snippet of yours now, I have tried many sorts of things with it in the coding of my separate test program in FB just to warm me up for the FJ coding action at hand here, but then, I eventually ended up with something like this: [syntax="FreeBASIC"]TYPE enemy left AS INTEGER x AS INTEGER ' do this as you could declare the function moveleft AS FUNCTION( theenemy AS enemy, distance AS INTEGER) AS INTEGER ' ...etc END TYPE DECLARE FUNCTION enemy_moveleft ( theenemy AS enemy, distance AS INTEGER ) AS INTEGER DIM myenemy AS enemy ' This ties enemy_moveleft to myenemy.moveleft myenemy.moveleft = procptr( enemy_moveleft ) ' so now, you can do this: myenemy.x = 200 Screen 13 Pset (myenemy.x, 20), 15 Sleep Locate 1, 1:? "Moving the dot left by 1 step." myenemy.x + = myenemy.moveleft( myenemy, 0 ) Pset (myenemy.x, 20), 15 Sleep Locate 1, 1:? "Moving the dot left by 2 steps." myenemy.x + = myenemy.moveleft( myenemy, 1 ) Pset (myenemy.x, 20), 15 Sleep Locate 1, 1:? "Moving the dot left by 4 steps." myenemy.x + = myenemy.moveleft( myenemy, 3 ) Pset (myenemy.x, 20), 15 Sleep Locate 1, 1:? "Moving the dot left by 8 steps." myenemy.x + = myenemy.moveleft( myenemy, 7 ) Pset (myenemy.x, 20), 15 Sleep Locate 1, 1:? "Moving the dot left by 16 steps." myenemy.x + = myenemy.moveleft( myenemy, 15 ) Pset (myenemy.x, 20), 15 Sleep Locate 1, 1:? "Moving the dot left by 32 steps." myenemy.x + = myenemy.moveleft( myenemy, 31 ) Pset (myenemy.x, 20), 15 Sleep '__________________________________________________________________________ ' the actual function FUNCTION enemy_moveleft ( theenemy AS enemy, distance AS INTEGER ) AS INTEGER theenemy.x -= distance RETURN -1 END FUNCTION [/syntax] I have just tested the new code tonight, Jofers, and found out that it worked great, truly!! ! At least I am learning something good from you, arenât I? Take a look at the screenshot of my resulting test FB program here in action using this code: ....and man, this is apparently my *very* first time with using the TYPEs and better usages of FUNCTIONs within them! THANKS A LOT for your wonderful help here, Jofers!!! d=:king:=b ! Iâm serious, and be catching you again later! WISHING YOU SUCH GREAT JOY THIS WEEKEND, Adigun Azikiwe Polack One of the Founders of âAura Flowâ ::: Continuing Developer of âFrantic Journeyâ Current Developer of âStar Angelic Sluggerâ ::: Webmaster of the âAAP Official Projects Squadâ Original Creator of the âThe New FreeBASIC 8-Bit Palette Machineâ Frantic Journey is *now* underway in FB. Letâs go!! - Dr_Davenstein - 06-04-2005 Yeah, I learned something too. Thats really nifty! |