What I did:
1. Made powerups:
----A. Health Powerup (At Rattra's suggestion [indirectly])
----B. Missle Ammo (More Missles... )
----C. Level-Up (Your Ship gets stronger!)
----D. Nuclear-Blast! (Destroys all ships on screen! Muhahaha!)
If you're interested I've got a fully playable less music minirpg up at http://www.geocities.com/matt2jones/darkc.zip QB1.1 source only, cause I'm lazy. Am porting to FB [very easily]...
Nice,.. for a second there I thought right was going to work, but, as you said speed, I thinking your comp is to fast for you to see the problem or something..... it still flies left, and is a slug when it come to going back right... you got a calculation err, my good man, DEBUG the dang thing..
No hard fellings, but, its a prob with code, my mouse is fine, its a new one 4 petes sake... I really question the fact that you said you couln't change or fix it, you should at least be able to check the algos..
I checked the code...its good....sorry....I can't do anymore unless I see the bad one... Its all as it should be, the right + left moves are the EXACT same, save for direction.....sorry
I made a sub for infinite axises and one for direction dectection change. They are the same....but don't worry I'll make a keyboard input option in my program....
I'm going to make all the menus + crap porfessional looking w/mouse support....oh I can't wait till I get the core done!!! I'm going to have sooo much fun!!!
Looks pretty good, although fairly unoriginal. As Pete has said elsewhere, there are loads of shooters out there, and they all play the same. Just a couple of points:
1. The game runs far too fast on my P4. Perhaps make it run at the same speed in later versions?
2. Whats with the mouse control? I find it quite wierd. The concept is good, but I don't think your code works right - the ship seems to move of its own accord and the sensitivity is not the same on each side (ie. it's easier to move left than right).
In the new version, the ship just runs to the lower-left corner and gets stuck there. Also, after exiting, the mouse cursor's stuck as an I-Beam regardless of where it is - you might not be cleaning everything up.
If you need music composed in MP3, WAV, or MIDI format, please contact me via email.
Well, it's not really working here. Also, it seems like all of the mouse movements/clicks go through to the desktop behind it as well, when I came out of the game half of my icons were moved around and I had opened up several IM windows from Trillian. Not sure if this is a problem on this side or not, I'm using XP Home(unfortunately that's what the laptop came with) and I've got a mouse plugged into the USB port.
If you need music composed in MP3, WAV, or MIDI format, please contact me via email.
I've got a 3.2GHz P4 with 512mb RAM, running Windows XP Pro. Gfx card is a ati Radeon 9000 with 128mb VRAM. Don't know if it's just flicker or what, but it seems to run faster than i expected (maybe its just me).
Radeon 9000?!!! Thats like not even exsistant!! Do you mean 900? Cause 9000 is VERY VERY VERY fast if it was out there. Ya its your gfx card, even if its a 900 thats making it go fast.
You see I tryied to slow it down with the timer statment so it only runs on set frames but it goes too slow.
Xerol:
Its then definitly your side, prob. somthing different with your mouse cause DOS shouldn't be affecting the desktop.
(I am qcumber) Uh, no, its an ATi Radeon 9000AP. 9000 isn't the speed of the GPU, and the GPU doesn't process your program so it wouldn't make it go faster. It's not hard to make it run the same speed on all computers:
The problem with that is that it forces the program to run at 19 fps, except in the case that it's running slower, in which case it'll run at some lesser multiple of 19 fps(9.5 or 6.333 or something like that). What needs to be done is time-based motion, where you use a millisecond timer, and then each frame move everything based on how much time has elapsed since the last frame. So you have to make up movement rates for everything - 200 px/sec, for example. Then for every 5ms you'd move it 1 pixel, so if it took 15ms between frames(on a fast machine) you'd move it 3 pixels, but on a slow machine that might take 35ms per frame you'd move it 35 pixels.
If you need music composed in MP3, WAV, or MIDI format, please contact me via email.
If you change TIME% then the delay will change. A big enough delay will make the program run at the same speed on all computers. If you want it to go faster/slower, adjust TIME%.
Edit: sorry, didn't read your post properly xerol. But Mitth, if you need a millisecond timer, port it to fB And its not 19fps, its 1/19 of a second.
5:29 PM 4/16/2005
hi pete (exellent site you have here) and all the rest who haunt here, i'm new to this board...
just to introduce myself:
if you want you can call me frog...
my goal is to get involved in the emerging FreeBASIC scene and write some games and electronic simulation software....
rattrapmax: i learned how to bload bmp's by reading the source code from the DemoGamePack you released and i wanted to point out something i really liked in your code..
if the bmp was 320 x 200 (which is basically screen 13 size) following your format i would