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Posted by
BAF at 2004-06-18 10:53:33
Well, I'm off to school for my last big test. I will miss about 8 hours or so. Be back later!
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Posted by
BAF at 2004-06-19 00:34:24
I have my idea. A Relaxed maze where you have to "race the clock"
I have the intro screen with (using DUMB for the xm's) background relaxing music, and the menu, which i have to finish adding detection for clicking buttons.
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Posted by
BAF at 2004-06-19 03:52:17
Well, not much more but I have a little more basic framework, and a broken maze generation system.
@@URL http://www.allegro.cc/forums/view_thread.php?_id=374321;
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Posted by
BAF at 2004-06-19 04:28:43
Got that working, turned out i needed calloc instead of new.
Not much more happening, i have my basic help system beefed up, so its not-so-basic anymore, and also I am working on my map rendering system. As you can see below, it is a little broken
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Posted by
BAF at 2004-06-19 04:39:54
Writing in these logs all the time will either make or break me
Got the renderer working:
I have the graphics for it, just haven't put them in yet.
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Posted by
BAF at 2004-06-19 04:53:20
Now i have plugged in the tiles for the walls:
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Posted by
BAF at 2004-06-19 06:13:50
Ok. I now have my international support: multiple translations of the help/instruction file.
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Posted by
BAF at 2004-06-19 15:49:26
Well, after being up for 24 hours w/o sleep, i went to bed and slept for about 4 hours. Now i am getting back to work!
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Posted by
BAF at 2004-06-19 17:38:12
Hmm, I have been working on a converter to make my very ugly not-tile-engine-friendly map structure into a tile map (int **) at runtime. It doesn't work to well in the way it renders. I have been rendering the map just from the data.. but there's no collision detection. So, I wrote some code to render it to a temporary bitmap, use gray/black for walls/open area, then i go through and use getpixel to determine the map.
But, it likes to jump by increments of 63, for osme reason, instead of 32 (i ++, then multiply by 32 when i get it from the bmp, then add 1 for safety).
^^ see what i mean? But, I am goona take a lunch break then track down the bug in that.
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Posted by
BAF at 2004-06-19 18:08:41
Ok. Now it can read the tilemap back out of the Image.
All that is left to do is to add the timer code for the coutndown you have to beat, random placing of the powerup (thanks to P
eitz for it), make the guy on there and walking, and, of course, make it so you can have the maze be bigger than the window (one of the reasons to generate a tile map of it)
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Posted by
BAF at 2004-06-19 18:27:15
Thanks to Peitz, I now have some awesome graphics. He gave me the icon for my power up, and he gave me a new header for my title screen. It is sexier now
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Posted by
BAF at 2004-06-19 21:29:14
Well, now the collision detection code works. There was a very dumb mistake in it. Thanks goes out to (i think it's da flow) (aka da_flow on IRC) for helping me find it:
(17:21:12) (da_flo) I fooooouuuuuuuuuund it guy !!!!
(17:21:39) (da_flo) lemme explain from where it came
(17:21:51) (da_flo) I warn you, it is a very stupid and annoying mistake ;)
(17:22:21) (da_flo) After seeing the weird output of my printfs, I wanted to see if there was not a problem in get_tile
(17:22:44) (da_flo) then I foud a get_tile funtion nowhere... Of course, because you made it a macro
(17:22:51) (da_flo) but a buggy macro
(17:23:08) (da_flo) #define get_tile(var,x,y) var[(y)*mwidth+x]
(17:23:09) ([BAF]) ok
(17:23:23) (da_flo) so when you do get_tile(map, px, py - 1)
(17:23:33) ([BAF]) yes
(17:23:41) (da_flo) it goes : map[py - 1*mwidth+px]
(17:23:49) ([BAF]) omg
(17:24:04) (da_flo) #define get_tile(var,x,y) var[(y)*mwidth+x]
(17:24:11) ([BAF]) and
(17:24:13) ([BAF]) +(x)
(17:24:13) (da_flo) it doaes the trick with ()
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Posted by
BAF at 2004-06-20 12:07:45
My game is starting to get semi-fun where I now spend 5-10 mins playing everytime i recompile.
Not many improvements, just I remvoed the feature where you could hit the 'S' button and have the maze solved (the correct path to the end highlighted in blue), because it didn't segfault in linux or in gdb, but crashed in Windows. I had tons of people looking at my code, and nobody could find the problem.
Well, time for a screeny. The red square is the player (next thing is to add the player gfx that Peitz gave me)
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Posted by
BAF at 2004-06-20 14:30:22
Ok. It is mostly done! I still have to add the character image, but I have been fine tuning some settings. It automatically scrolls now when you go over the edge of the map
Also, I have added a little progress bar, showing how much time you have left. I suppose it's time for another screenshot!
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Posted by
BAF at 2004-06-20 15:16:04
Ok, I think a screenshot is in store! I added the awesome walking dude animation that Peitz gave me.
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Posted by
BAF at 2004-06-20 16:47:09
I think my entry is complete! I am going to have people check it for bugs, etc now.
Here is what the front menu ended up looking like:
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Posted by
BAF at 2004-06-20 18:31:24
hmm, i forgot. I still need to add 1 powerup and 2 powerdowns.
Guilt is going to make those gfx for me, thanks!
powerup 1 is 20 extra seconds (already in game)
powerup 2 is you go faster for 10 seconds
powerdown 1 is you have to go back to the start of the maze :>
powerdown 2 is you freeze in place for 5 seconds.
now, when i get those gfx, i'm'a add them in and then be done!
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Posted by
BAF at 2004-06-20 22:37:09
Ok. I just ate some dinner and now I have my 2 power downs and 1 other power up in. They all are as described above.
In this screenshot, I have hit the freeze powerdown. Thanks to Matthew Leverton for reminding me that the effects should change. For the freeze power down, and speedup power up, each time you get it, the time they are effective for halves. (They both share the same time too, so if you get frozen, the next freeze time AND the next speedup time half, etc).
Without further ado, here is the shot:
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Posted by
BAF at 2004-06-20 23:11:10
Ok! I think I am done. I updated some code. You can download my source through the speedhack downloads page, I submitted it.
Windows users can get a binary here, or download the src on the downloads page.
Win Bin: http://baf.is-a-geek.com:14464/misc/r_winbin.zip