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New screen shot:
This is from the "map editor" that I had to make just so I could easily set up the different sections of the game.
It was getting to the point of hair being pulled out before I broke down and pieced the editor together from bits of the game. This actually worked out pretty well, helping me to discover a few graphics bugs that I corrected and then transferred code back to the original game.
Maybe I will have an actual playable game soon...
... of course my daughter will get first crack at it.
ature has its way of warning a person away from danger: The distinct black and white coloration on a skunk, the chilling buzz of a rattlesanke, a redneck handing you his beer and saying "Watch this!"
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very nice, small and functional, at least it looks like this.
quote="NecrosIhsan"]
[/quote]
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Well...
I hit a little problem with the "enemy" logic that I am having to redesign: When the enemy hit an obsticle on his way to the player, sometimes the best direction back kept the enemy in a repeat pattern (going from one map tile to another repeatedly) and actually going nowhere.
I have come up with a simple answer that I have not fully coded: I am going to keep an array of "visited" map areas that tracks the last few locations the enemy passed over. This array will be checked when determining the next move and only a non-visited location will be chosen. As the array will be self cleaning, if the enemy runs into a dead-end, it will clear and allow the enemy to back-track after only a very slight hesitation.
Once I have this little problem worked out, I will post a link to the game.
ature has its way of warning a person away from danger: The distinct black and white coloration on a skunk, the chilling buzz of a rattlesanke, a redneck handing you his beer and saying "Watch this!"
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you could use *A path find algo and they set up a level of error so the game AI not to good
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OK. It's not completely finished, but here is the game and the editor and the necessary support graphics:
Pokeball Scramble
I don't feel the code has progressed enough for me to feel comfortable releasing it just yet, but I am still tweaking and will let everyone know when a final version with code is available. I am hoping to add a few more error trapping routines and better logic on the enemy control.
Please post any comments and problems with the game and gameplay in general.
ature has its way of warning a person away from danger: The distinct black and white coloration on a skunk, the chilling buzz of a rattlesanke, a redneck handing you his beer and saying "Watch this!"
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^_^ Cool!!!
Um, there to spots on the same layer where you can go thru a bush.. The one where it most like a maze, there two ways that lead into a dead end, but the bushes don't stop you.. You mean these as a secret passage?
Still cool,. :wink:
Kevin (
x.t.r.GRAPHICS)
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Well its still a work in progress...
And there is always the maze editor utility if you don't like something...
ature has its way of warning a person away from danger: The distinct black and white coloration on a skunk, the chilling buzz of a rattlesanke, a redneck handing you his beer and saying "Watch this!"
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Very nice work in progress..
You using FB's gfxlib, SDL, or Tiny_PTC?? :???: Really smooth.. (or whatever others there are :wink: )
Kevin (
x.t.r.GRAPHICS)
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The whole thing is pure fb/gfxlib. Only extra #include is for accessing win32 messagebox for error reporting.
ature has its way of warning a person away from danger: The distinct black and white coloration on a skunk, the chilling buzz of a rattlesanke, a redneck handing you his beer and saying "Watch this!"