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Digger clone in QuickBASIC

Posted: Tue Jul 29, 2008 5:34 am
by k.s.

Posted: Tue Jul 29, 2008 12:22 pm
by sid6.7
very well done...nice to see a new game now and then here....

a help file might be useful to know which keys to use and stuff...

Posted: Wed Jul 30, 2008 5:21 am
by k.s.
thank you. :)

help file... as for ArcticMine, keys and info are on screen (if anyone will find errors in that text, let me know)

Code: Select all

avoid nobbins and hobbins, collect emeralds and gold coins.
the scoring system works as follows:
- emerald: 25p.; eight consecutive emeralds (octave): 250p.
- gold: 500p., it appears if bag falls from a big height.
- killing a nobbin or a hobbin with by shooting or with a 
  falling bag: 250p.
- cherry: 1000p. + bonus mode, when you can eat monsters.
- extra life: every 5000p.
- when you are in bonus mode, you can eat enemies for
  250p.(1st), 500p.(2nd), 750p.(3rd) etc.


  arrows ....... move around
  SPACE ........ shoot
  F1 ........... pause
  F8 ........... toggle sound (under construction)
  F5 ........... start new game
  F10 .......... quit to OS

Posted: Wed Jul 30, 2008 6:42 pm
by sid6.7
im tempted to make a random map maker for this game...gotta fix a different one though first.

so would digger need to start next to a shaft or can he start inside

is there also a minimum maximum map size?

Posted: Fri Aug 01, 2008 4:55 am
by k.s.
map size is always 15x10.
digger can be in any place (don't place it right under gold bag; it will fall down without tearing apart, and if digger dies (anytime), he will appear in the same place, and won't be able to move at all because of this bag), but E and b(B?) symbols are not implemented, so use 'e' (both bonus and enemies), and remember that you can have only one of them.
as you can see, shafts are drawn by the game (horizontal one looks different from vertical and deadlocks), so maybe you've found problems with this rendering?

and for example:

Code: Select all

_diglev #1           /* change to _mine #01 for a.m. */
:d::::e   ::: :
: ::$:::::$:: :
: :777777777: :
: ::7777$77:: :
: :::7$777::: :
: ::::7$7:::: :
: :::::7::::: :
:             :

you must collect all emeralds and gold before the enemies break out. It was tested with digger and works correctly.

p.s. i figured out that arctic mine needs level header to be "_mine #NN", not "_diglev #N" as in Digger (NN is 01,02,10, etc.; N is 1,2,10 etc.). so if you run your levels with a.m., don't forget to change it. (yes, i know that it isn't a very clever decision, but i didn't think about publishing digger when i moved to arctic mine.)

Posted: Mon Aug 04, 2008 7:41 pm
by sid6.7
okay working on a map generator and i get this error when i try to
run either a hand made map or a computer generated map.....

it immediatly declares a type in your name and it quits...

here is one generated map thats 10 wide by 15 tall

Code: Select all

_diglev #1
m..  $d$$m..b$.
eb.e..$... .m me . em..
  $ . . ee.   m
..m .  ...b $. 
e... .meb..e.m.
.. . . e.... . 
.. em.. $.$.b. 
.   ..m.b. m.  
me..$...   . e 
and here is another thats 15 wide by 10 tall

Code: Select all

_diglev #1
m..  $d$$m
.$... .m me .
 em..  $ .
 . ee.   m
..m .  ...
b $. e... 
.. . . e..
.. . .. em
.. $.$.b. 
.   ..m.b.
 m.  me..$
...   . e 


here is a hand made one..same thing

Code: Select all

_diglev #1
...... ........
...    ........
d..... .....$em
......   ......
...$b. ........

tell me what i am doing wrong in the generation....

Posted: Tue Aug 05, 2008 6:15 am
by k.s.
readme is too old, and i'm terribly sorry... it must be:

Code: Select all

#/space ... shaft 
d ......... digger 
e ......... monster hole + bonus place (ONLY ONE PER LEVEL, and there MUST be some empty place to go for monters.)
$ ......... gold bag 
7 ......... emerald 
<other> ... soil 
but it isn't all of...

1st map.
1) don't forget to place an empty line before _winner. ;)
2) do you want to kill digger immediately? =) there must be only one bonus and only one monsterplace (only combined bonus/monstr is allowed). see above.
3) maybe (or maybe it's forum?) your first line is "_diglev #1 "; it must be "_diglev #1" (without space in trail). it's of course a bug, i'm sorry, and i will fix it. (i've never created levels for this game in files, you may see in source that there's no difference between loading level from file or from intrinsic DATA storage, so if it works with DATA, it should work with files. but that opening/searching part... ); ). the same story is with "_winner" ("_winner ") line.
2nd map.
1) 15x10, not 10x15. and see above.

3rd map.
same thing as with 1st. and don't forget to free some place to walk for Nobbins. :)

(lines starting with "_" is metacommands, and should be placed at the start of the level. "_diglev ..." or "_mine ...", for example, or "_levcol N", used to change level background color in Arctic Mine. "_winner" is metacommand too, but it marks an end of level pack, so no maze data after it is needed.)

Posted: Wed Aug 06, 2008 5:16 pm
by sid6.7
OOPS....okay will revamp it...with new data stuff...

Posted: Wed Aug 06, 2008 6:08 pm
by sid6.7
okay its finished here....

i'd say its like 99% done but workable becuase sometimes it places
digger right next to the off is it gives you a map in less than 20 can then tweak it if digger is too close to the monsters...

just put it in your qbdigger directory and run it...

Posted: Sat Aug 16, 2008 5:33 pm
by k.s.
(sorry, network problem.)
thanks a lot (i don't think that you are really want to do something).
one night after i downloaded qdmapper i've tried to make my own generator. that's it (and there are fixed games, see readme.txt for level format changes):
mklev ... ig13b.html
it's almost complete... it's fast: on my cel-900 it creates ~160 maps/sec. source is included, you can use it, of course, for new version of qdmapper, if you want.

Posted: Mon Aug 18, 2008 11:31 pm
by sid6.7
im not sure i understand...

are you saying qdigger's map format is now changed?


i can't download your file for the new mapper? it freezes when
you click download this file....

Posted: Thu Aug 21, 2008 5:56 am
by k.s.

Re: Digger clone in QuickBASIC

Posted: Thu Jun 04, 2020 6:11 am
Here's the updated link:

(nobody cares, lol, but why not publish it somewhere since I stumbled upon it?)

Re: Digger clone in QuickBASIC

Posted: Sat Jun 20, 2020 2:40 am
by Erik
Thanks for the updated link! (You have at least one person that cares lol)

I'll give it a go sometime in the next few days.

Re: Digger clone in QuickBASIC

Posted: Sun Jun 21, 2020 10:27 pm
Thank you! Hope you'll enjoy it! :D