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My game in progress
#21
I'm already on the edge. :-P
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#22
Quote:Consider all your suggestions done, and yes, I was already using RelCollideSpr (actually RelCollideSprB, but whatever). As soon as the new version gets posted on qbasic.tk, i'll edit with a link.

RElCollideSprB=Box collision
RelCollideSpr = Pixel perfect.


There isnt much difference in speed as it only check pixel-perfect on overlapping boxes.

Never had done it w/o some geometry involved. :*)

ie. Defenition of betweenes

"B is between A and C only if AB+BC=AC"
y smiley is 24 bit.
[Image: anya2.jpg]

Genso's Junkyard:
http://rel.betterwebber.com/
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#23
heh, figured the b stood for box.

can't test demo two, because i'm locked out of the new computer. i'm on the old slow p 120.

anyways, have you checked out qbasic.tk lately? i gave a few suggestions there (but i think they're all the same as rel's. Big Grin )
Jumping Jahoolipers!
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#24
Barok-I think you'll find your suggestions implemented in V.02, its a bit better now.


Rel, I have a question for you, is there a way to get the keyboard buffer to dumb faster with your key handler? For some reason I'm having trouble getting fast enough response with some new features I'm trying to add, and I can't get the buffer cleared out fast enough (ie: I need to be able to press a key and have it know that the key has been released very quickly).

I have tried the old Poke &H1A, Peek (&H1C) to read the tail of the buffer to the head, but that doesn't seem to be working either. Does the keyboard work differently than through the bios in XP? I would love to get this figured out, so any suggestions would be greatly appreciated.


Edit- Almost forgot to ask:

Would anyone be interested in helping me with a tileset for this game? The next step is obviously to implement levels, but as can be seen by the crumby quality of my graphics, anything I put together will be bad. I will probably start adding the routines for background graphics soon, but I will most likely not want to draw them. If someone were willing to put in the time for graphics for this game, I would gladly write an easy to use level editor for it so that they would be able to design the level however they wanted with their graphics. Enemies will be no problem to implement because of the way that I have them defined, basically you just choose a behaviour and the enemy is self-sufficient from then on out. Anyway, if anyone is interested, let me know.
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#25
Can you send the source to me and what part of the keyhandler are you having probs with?

Like:

'============Start of probs===============

code......


'===========end of probs=================



I haven't encountered any probs like that in all my game engines using Relkey.
y smiley is 24 bit.
[Image: anya2.jpg]

Genso's Junkyard:
http://rel.betterwebber.com/
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#26
Don't worry, I figured it out.

The problem was definately not in the library but rather in my implementation of it.
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