01-24-2005, 09:26 AM
To Adosorken:
Yo, while it is technically a really good idea of sorts for me to port the game to Windows format through FB, I think that if I were to do so while leaving the development tools in QB (which is a good thing in a way!), then transferring the Frantic Journey (FJ) gameplay program code â which will most likely require me to translate the âInitImageDataâ and âMakeImageIndexâ commands to such a point that FB can really understand how to place the PP256 sprites up clearly â will not be as hard as I think in a number of cases.
However, the *real* problem with porting here is that since the whole project in QuickBASIC has some actual sprite scaling/rotation/lighting/translucency effects that are fresh from both Cosmo-X and RelLib for QB (from the gameplay portions and other material itself), and since I have not actually used FB very much myself ( ), it is just too great a risk for me to port it, man. Unless, the Allegro library starts kicking in for a full-tilt launch release to FB. Then we are really gonna rock with either a Windows-based port of FJ or even an ENTIRELY new FJ game/sequel in a Windows format!! ! Only time will tell the tale here, Ado.
For now, I am sticking with doing the original FJ game in QB. Period.
And yes, I know very well how your Advance.PUT works, so it would definitely help me a great if not tremendous deal in doing some new FJ-based work for either a port of the game or a new FJ game/sequel, as I may have just now told you, Ado.
Anyway, thanks a rather lot, man, and you have yourself an awesome new week!!! :king:=b
- 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
Yo, while it is technically a really good idea of sorts for me to port the game to Windows format through FB, I think that if I were to do so while leaving the development tools in QB (which is a good thing in a way!), then transferring the Frantic Journey (FJ) gameplay program code â which will most likely require me to translate the âInitImageDataâ and âMakeImageIndexâ commands to such a point that FB can really understand how to place the PP256 sprites up clearly â will not be as hard as I think in a number of cases.
However, the *real* problem with porting here is that since the whole project in QuickBASIC has some actual sprite scaling/rotation/lighting/translucency effects that are fresh from both Cosmo-X and RelLib for QB (from the gameplay portions and other material itself), and since I have not actually used FB very much myself ( ), it is just too great a risk for me to port it, man. Unless, the Allegro library starts kicking in for a full-tilt launch release to FB. Then we are really gonna rock with either a Windows-based port of FJ or even an ENTIRELY new FJ game/sequel in a Windows format!! ! Only time will tell the tale here, Ado.
For now, I am sticking with doing the original FJ game in QB. Period.
And yes, I know very well how your Advance.PUT works, so it would definitely help me a great if not tremendous deal in doing some new FJ-based work for either a port of the game or a new FJ game/sequel, as I may have just now told you, Ado.
Anyway, thanks a rather lot, man, and you have yourself an awesome new week!!! :king:=b
- 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
url=http://dhost.hopto.org/aapproj/][/url]
Your *official* home of the FreeBasic GFX Demo Central, now holding over 150 FB graphics demos so far!!! !
Your *official* home of the FreeBasic GFX Demo Central, now holding over 150 FB graphics demos so far!!! !