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No-delay moving enemies
#11
Got it!
Thanks. Smile
Of course, it will take me a while to really get working. I plan on making the skeleton-version of a game, one simple map, a couple enemies, and trying out that method of delays. Then I'll build the real game.
f only life let you press CTRL-Z.
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Freebasic is like QB, except it doesn't suck.
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#12
Quote:Of course, it will take me a while to really get working. I plan on making the skeleton-version of a game, one simple map, a couple enemies, and trying out that method of delays. Then I'll build the real game.

That's an excellent plan. I recommend starting out with it not even scrolling, (don't know if you plan to implement that, a la MegaZeux) but no matter how simply you start, always keep in mind what types of features you want to add and don't burn any of your bridges. Ie, don't code something in a way that isn't going to allow you to change something else for the better later.

You probably already knew that... but I know I painted myself in a corner with Empyrean. I wanted to get the quick duel mode working quickly, and in doing, made it almost impossible to implement the round-robin tournament mode.
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#13
It's a text game, and I don't plan to implement scrolling (if I even knew how :wink: ). But so far I have:
1) The map loader, main setup part
2) The moveEnemies subroutine (with primitve AI so that they follow you)
3) I've started on the engine. Actually, the game's looking sort of dull at the moment, so I'm going to add more kinds of treasures, and possibly some less enthusiastic enemies, with no AI, they just move randomly.
f only life let you press CTRL-Z.
--------------------------------------
Freebasic is like QB, except it doesn't suck.
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#14
Quote:You probably already knew that... but I know I painted myself in a corner with Empyrean. I wanted to get the quick duel mode working quickly, and in doing, made it almost impossible to implement the round-robin tournament mode.
Lessons learned Wink Takes practical experience to realize such things. I did the same thing with early builds of WOS...ended up having to rewrite about 35% of the game code to accomodate certain changes. Sad
I'd knock on wood, but my desk is particle board.
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#15
Yeah, I once wrote a very small maze-game engine, then wanted to implement enemies - threw the whole thing out the window.
f only life let you press CTRL-Z.
--------------------------------------
Freebasic is like QB, except it doesn't suck.
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#16
Quote:Lessons learned Wink Takes practical experience to realize such things. I did the same thing with early builds of WOS...ended up having to rewrite about 35% of the game code to accomodate certain changes. Sad

Well, it turned out to not be a huge problem, since sooner or later I'll code the whole engine again with huge flat polygon levels, and network support for 32 players... maybe.
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#17
Code it to work with XP, too. Tongue
f only life let you press CTRL-Z.
--------------------------------------
Freebasic is like QB, except it doesn't suck.
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#18
I've got a question:

I'm writing a game that uses Rellib. But while reading this Topic about delay and timers. I wan't to use th CosmoX timer Routines in my game.

Now the question:
Is there a way to add the timer routines of CosmoX to Rellib? And if there is please tell me how.

I think there is a way because both Libs include sources mentioned a file called TIMER.OBJ in the .ZIP file of CosmoX.
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#19
Well...I guess you could write the procedure into the source code of Rellib, and then recompile.
Ask Rel, and the creator of CosmoX.
f only life let you press CTRL-Z.
--------------------------------------
Freebasic is like QB, except it doesn't suck.
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#20
Google for Multilib, it's a proggie to merge qb libs.

Easy to use, works flawlessly in my experience.
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