Wrestling game

If you have questions about any aspect of QBasic programming, or would like to help fellow programmers solve their problems, check out this board!

Moderators: Pete, Mods

Post Reply
griff
Newbie
Posts: 4
Joined: Sun Jul 06, 2008 5:05 pm

Wrestling game

Post by griff »

Sorry in advance if this is the wrong place for this...

First of all, howdy!

Secondly, I've been writing a wrestling simulator in QBasic on and off for several years. It's a really large program (for QBasic anyway) and I'd love to get some feedback off more seasoned programmers, as I think that much of my programming is sloppy, although I think I probably still have lots of ideas and code that others may want to use in this. I'm also having trouble compiling it. Is there anywhere I could upload it onto this site? If not, what's the best way to get this game to all those interested? (Sorry, I don't do much internet uploading!)

Thanks for reading! :)
User avatar
burger2227
Veteran
Posts: 2467
Joined: Mon Aug 21, 2006 12:40 am
Location: Pittsburgh, PA

Good Luck

Post by burger2227 »

When a module gets too full, you need to split it into other modules or it will not compile. You can place subprograms into other modules and LINK them. You can use command line also to LINK and Compile.

Try zipping up the program and uploading it to www.QbasicStation.com
You have to join before you can upload a file in My Files. Then you can describe the program and place it in a category. You can also reupload revisions using the same zip file name.

Ted
Please acknowledge and thank members who answer your questions!
QB64 is a FREE QBasic compiler for WIN, MAC(OSX) and LINUX : https://www.qb64.org/forum/index.php
Get my Q-Basics demonstrator: https://www.dropbox.com/s/fdmgp91d6h8ps ... s.zip?dl=0
griff
Newbie
Posts: 4
Joined: Sun Jul 06, 2008 5:05 pm

Post by griff »

Cheers Ted

The game is now uploaded at the QB Station, everybody feel free to check it out and give me some feedback. The game fully works, so go and enjoy!

As for the MODULE thing, I'm not even sure where to begin with that. I'll go and give it a look.
RexRanRum
Newbie
Posts: 5
Joined: Wed May 07, 2008 1:45 pm
Location: Pittsburgh, PA
Contact:

More Sport, Less Entertainment, please!

Post by RexRanRum »

I'm a rasslin' fan here, and I gotta say, I didn't like a lot of choices you made with your game. It seemed more like a WWE sim than a wrestling sim, and there's a big difference between the two.

I know you put a lot of work into it with all the options and situations you coded, but the actual fighting seems a little limited. I mean, most choices consist of simple offense like punching and kicking. A bit more chain wrestling would be nice. And, y'know, actual movesets.

I mean, there is no working over certain body parts, no moves which target and weaken the use of certain styles. You can't ground the fliers or take away the power game. I didn't see any rest holds, either (other than the Ortonlock), or an option to leave the ring in order to catch a breather -- only getting knocked out by the opponent.

Another thing I should note is that Rey used his "finisher" on me (450 Splash? Since when?), I kicked out at one. Really? A one count from a finisher? It shoulda got at least a two, especially considering 1) I was playing as Noble and 2) I was blown up. It coulda been the first thing in the match, and anything labeled as a finisher should still at least get a two. That's some crazy no-selling.


The restarting QBASIC to start another match is also kinda annoying, especially with all of the screens at the beginning.
"I reject your reality and substitute my own!" ~ Adam Savage
griff
Newbie
Posts: 4
Joined: Sun Jul 06, 2008 5:05 pm

Post by griff »

I see what your saying about the limited match options...

I think about a year ago I had to start limiting what I could put into the match engine, because of memory overflow inssues (including the having-to-restart-the-sim, know a way around this?), so I started working on the sim aspect instead.

Did you get a chance to try the auto card booker? Also did you know that the wrestlers age over time, and their stats change accordingly? Also, wrestlers who have win streaks etc boost there popularity. Did you notice how stamina carries over into the next matches? Therefore stopping you from booking a wrestler too much on one card.

Thanks for the feedback, I'm MORE than happy for you to have a tinker if you can see anything you can change. I'll look into as much of what you said as I can. Working over certain body parts is something I really wanted to include, but I couldn't find a way to extend the amount of variables that could swap over from sub routines, hence just a single stamina bar per wrestler...

Thanks again! Any more takers?
RexRanRum
Newbie
Posts: 5
Joined: Wed May 07, 2008 1:45 pm
Location: Pittsburgh, PA
Contact:

Swappin' Variables

Post by RexRanRum »

Swapping over variables from a sub routine? You mean parameter passing? Just DIMension some SHARED variables. If ever function is just flingin' around the same data, why not? Making a TYPE for the wrestlers (the t* and o* parameters) might also help.

Less strings would always help. You can always encode things numerically, like making referees just an enumerated CONSTant integer instead of a string, and whenever you need to PRINT their name, just reference an string table array. Or load it out from else where.

Code: Select all

CONST REF_HEBNER = 0
CONST REF_ROBINSON = 1
CONST REF_FOLEY = 2
CONST REF_MAX = 2 ' update value with every new referee
DIM SHARED REF_NAMES(REF_MAX) AS STRING
REF_NAMES(REF_HEBNER) = "Earl Hebner"
' ... and so forth
At least those are the kind of shenanigans I often see and do in C code. Integral $$$ even process faster than string ones. Strings are bad, hm'kay?


As for the restart, I would guess that is just a coding issue. It seems some sort of loop should be able to be done, and once the match is done, whatever routine can be broken from (EXIT SUB or LOOP, depending on the situation) and the sequence could just start again. Wouldn't be able to just call the start menu SUB again from there, obviously, and that is quite a bit of stack space you would be eating up.


I tried using the auto-booker, but it killed my QB. It just started flashing a bunch of screens and didn't stop. You should probably find a way to make it compute things about wrestlers without PRINTing out their data screens, like passing in some sort of verbose boolean. Not PRINTing stuff would be a big cycle saver.
"I reject your reality and substitute my own!" ~ Adam Savage
griff
Newbie
Posts: 4
Joined: Sun Jul 06, 2008 5:05 pm

Post by griff »

Thanks for the ideas on this.

I've spent the last week or two trying to get my head around how to split the sim into different programs as suggested (I'd like to have the match related subs as a different program) but I don't really know where to start.

Would there be anyone willing to have a go at 'splitting' the program? I'm eager to expand the match sim to add many more moves, situations and 'body parts'!

Thanks
Post Reply