Search found 30 matches

by sero
May 26, 2020 2:19
Forum: Game Dev
Topic: freebasic game "hacker"
Replies: 3
Views: 492

Re: freebasic game "hacker"

This came out of nowhere and I dig it. The ICQ chat feature is super interesting in how it works. I'm going to have to spend some time studying this. There's a lot going on here and I see a lot of potential. Great job! Thank you for sharing this with us :) I'm interested to see how far you take this...
by sero
May 22, 2020 4:59
Forum: Game Dev
Topic: Yet Another Connect Four
Replies: 9
Views: 696

Re: Yet Another Connect Four

badidea wrote:Next step: An AI opponent.

Image
by sero
May 18, 2020 6:51
Forum: Game Dev
Topic: Yet Another Platformer
Replies: 18
Views: 1688

Re: Yet Another Platformer

@sero: You might find this abstraction useful Thank you for your responses. I'm still tinkering away at this platformer thing but the past two semesters stole much of my free time. I have a light summer class load and am anxious to get back to this. I've updated my code to use your keyboard handler...
by sero
Nov 15, 2019 14:20
Forum: Game Dev
Topic: Yet Another Platformer
Replies: 18
Views: 1688

Re: Yet Another Platformer

@paul - Can you explain what you mean by this ( the mutex lock/unlock ): do /' These brackets are needed only if the code path that handles the keys can be reached by more than one thread to ensure atomicity. Otherwise, you can safely omit them. I left them here for documentation purposes. '/ aKey.l...
by sero
Nov 14, 2019 10:33
Forum: Game Dev
Topic: Yet Another Platformer
Replies: 18
Views: 1688

Re: Yet Another Platformer

You might find this abstraction useful Wow, this is great. I will adapt this to what I've got going on with my project. I currently use event over multikey since I noticed some thread here in the forums discussing multikey not being reliably platform transferable. The functions here make sense to m...
by sero
Nov 11, 2019 23:51
Forum: Game Dev
Topic: Yet Another Platformer
Replies: 18
Views: 1688

Re: Yet Another Platformer

Did you, by any chance, toyed with the Abuse level editor? Or its Lisp code? The reason I know of Abuse is because I had a demo of it on my old Macintosh computer back when it first came out. This game provided a keyboard + mouse combination that I'd never encountered before. This combination that ...
by sero
Nov 10, 2019 23:37
Forum: Game Dev
Topic: Yet Another Platformer
Replies: 18
Views: 1688

Re: Yet Another Platformer

School has been keeping me busy and most my updates to this project have been minor. However, this current update is worth mentioning because character movement has been improved to include acceleration and jumping. Now the player can get a feel for character movement. The movement system and physic...
by sero
Nov 07, 2019 2:49
Forum: Tips and Tricks
Topic: A circular buffer implementation
Replies: 3
Views: 481

Re: A circular buffer implementation

I really like this idea. I can imagine using this for my own project. I need to replace off screen data with incoming data to replace it. I have a similar method in place already for map data but when it gets more complex I'll want something more robust. This makes me think of how the early side scr...
by sero
Nov 04, 2019 22:07
Forum: Game Dev
Topic: Yet Another Platformer
Replies: 18
Views: 1688

Re: Yet Another Platformer

http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/ Thanks for sharing this webpage. Having taken a look at it I suppose the structure I'm going for is a combination of Smooth Tile Based with hit boxes like in MegaMan and Vectorial like in Braid. Looks like the secon...
by sero
Nov 03, 2019 21:49
Forum: Game Dev
Topic: Yet Another Platformer
Replies: 18
Views: 1688

Re: Yet Another Platformer

- You write WASD, but the control are still the left/right keys. No jumping yet :-( Haha, yeah this demo is lacking a few important things like proper keyboard handling and character movement. Those are next on the list. Jumping will most definitely be an important part of that. I want to make an e...
by sero
Nov 03, 2019 16:43
Forum: Game Dev
Topic: Yet Another Platformer
Replies: 18
Views: 1688

Yet Another Platformer

Greetings, I've been chipping away at a simple 2d platformer engine. The aim of this engine is to use horizontal tiled polygons instead of the more traditional tiled grid approach. I want to build this engine around responsive and enjoyable player movement using WASD + mouse control. Combat would pr...
by sero
Nov 01, 2019 16:03
Forum: Tips and Tricks
Topic: Simple example of tile based graphics and scaler
Replies: 0
Views: 873

Simple example of tile based graphics and scaler

The purpose of this example is to demonstrate tile based graphics with unfiltered upscale to larger resolutions. Unfiltered upscale means that larger resolutions preserve the pixelated appearance of the source image buffer workspace. The source image buffer that is our workspace in this example is 3...
by sero
May 30, 2019 3:47
Forum: Tips and Tricks
Topic: Spinning Planet Demonstration
Replies: 0
Views: 9209

Spinning Planet Demonstration

This project is a simple custom font framework with a demonstration that loads a low resolution map and hacks it into a spinning globe with lighting. Beware this is a crude hack =) The dropbox link includes maps for Earth, Mars, Mercury, Jupiter, and others that can be changed in the planet.bi file....
by sero
May 23, 2019 12:14
Forum: Windows
Topic: How to use correct Common Shared syntax?
Replies: 17
Views: 7282

Re: How to use correct Common Shared syntax?

fxm wrote:I added these commands in the example of the COMMON documentation page:
KeyPgCommon → fxm [Added compilation/execution command for the example]

Much thanks for clearing this up!
by sero
May 23, 2019 1:00
Forum: Windows
Topic: How to use correct Common Shared syntax?
Replies: 17
Views: 7282

Re: How to use correct Common Shared syntax?

What exactly do you mean by "compile to separate modules?"

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