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Cobra: demo number one,
#1
http://qbasicnews.com/users/Megaman/Cobra.zip

Please give me some feedback on it.
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#2
I'm getting out of memory errors.
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#3
PJ: why you never compile the program? Just wondering...

Gonna check your game later.
img]http://usuarios.vtr.net/~disaster/sigs/annoyizer.php[/img]
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#4
Hex: I don't compile it because for some reason, it won't compile.

R@dio: I'll see if I can do some memory trimming. But I'm pretty sure all the memory being used is what is needed.
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#5
Wanna know the reason? You've reached the point where you program should be splitted into separated modules. Check this article by mein freunde Na_th_an: "PUSHING QB TO ITS MEMORY LIMITS"

About my comments... do you want mild or harsh feedback? [Image: biglaugh.gif]
img]http://usuarios.vtr.net/~disaster/sigs/annoyizer.php[/img]
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#6
*Gulp* Either would be just fine, just don't be an mean offensive little dwarf.
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#7
LITTLE...? DWARF...? ME? [Image: evillaugh.gif]


Well, some advice from this little dwarf:

- Use modules, or you'll join the endless legions of "cancelled project" programmers.

- Your game eats up the most precious memory: BASE. Learn how to use XMS/EMS to store your sprites. I had to free up 600kb+ of base memory just to run your game; that's too much for a game that doesn't use music nor SFX.

- That keyhandler... WE ALREADY TOLD YOU!!! [Image: pissed.gif]

- "Teach" your AI to block and to use special attacks.

...and other things I forgot. [Image: biglaugh.gif]



Other than that... nice game. [Image: xyxthumbs.gif]
img]http://usuarios.vtr.net/~disaster/sigs/annoyizer.php[/img]
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#8
Quote:LITTLE...? DWARF...? ME? [Image: evillaugh.gif]


Well, some advice from this little dwarf:

At this moment, PJ begins to wonder whether or not he should trust the small furry creature

Quote:- Use modules, or you'll join the endless legions of "cancelled project" programmers.

Could you explain what modules are? From what I understand, isn't that like a bunch of different QB programs that come together to form one game?

Quote:- Your game eats up the most precious memory: BASE. Learn how to use XMS/EMS to store your sprites. I had to free up 600kb+ of base memory just to run your game; that's too much for a game that doesn't use music nor SFX.

Well, could someone please give me a link to some tutorials on XMS and EMS? I guess I might use libs if I really have to.

Quote:- That keyhandler... WE ALREADY TOLD YOU!!! [Image: pissed.gif]

I'm trying to work on that, but as I've said, it may not seem that way with the game, but the way the engine is built makes it pretty difficult to make the keyhandler different. If I make a Cobra 2 though, I will make extreme sureness that a good keyhandler will be built in.

Quote:- "Teach" your AI to block and to use special attacks.

I will teach them this, and they will be taught to them well...

Quote:...and other things I forgot. [Image: biglaugh.gif]

Ehhh... I'll get to that.

Quote:Other than that... nice game. [Image: xyxthumbs.gif]

Thanks
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#9
Well...

Modular programming basis is to split the program code into several parts, called "modules".

Now that you are a bit hooked... CLICK HERE AND READ THE DAMN ARTICLE! [Image: screams.gif]
img]http://usuarios.vtr.net/~disaster/sigs/annoyizer.php[/img]
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#10
I'm sorry everyone, but the decision of either putting Cobra on hold, or redoing it is looking like a very realistic decision right now. It's just that I'm seeing so many things that I've done wrong of could be done better that I know how to fix, but I can't fix it right now because of the way the game is put together, I'll leave it to you guys to decide. I can put it on hold to maybe work on a different project or something, or I can redo Cobra and make it better, with a good keyhandler and make you guys happy and stuff.
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