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Question: Should I include Qbasic Cameos?  (Voting closed: January 12, 2003, 10:37:44 PM)
Yes - 9 (100%)
Total Voters: 10

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Author Topic: Cobra  (Read 97598 times)
Rokkuman
Na_th_an
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Posts: 1973



« Reply #135 on: January 19, 2003, 05:48:25 AM »

Cobra's demo is nearing completion. All I need to do so far is work on a few stages. I would just like to know if anyone found that much of anything was missing. Here are some things that have been finished since that demo you played.

-Finished Stuff
*Matches end and go back to character select screen    

*Everyone's moves were completed, and one character has    
been added
   
 *Those disgusting mug-shots were redone, though some may      have mixed feelings about them, I thing they look better than those zombieish ones.

*Some animations were redone. Moe's name was changed to Kyle.

*People will bounce off walls if hit hard enough

*Particle effects were added

*Some AI was added, though it's still kind of stupid

------------------------------------------------------------------------------
-Stuff that still needs to be added

*Need more stages

*PC speaker sounds,((sound blaster ain't happening, but if it's really annoying, there will be a sound off option))

*Finish all characters, I'll either aim for ten or fifteen(not including boss and secret characters

*Make movelists

*Character select screen needs BIG help

*Story mode needs to progress through enemies and I need to add storylines to characters.

*AI needs BIG help sort of

----------------------------------------------------------------
-Things that I *might* add

*I've been planning to make it to where you can get knocked off the levels either onto different levels (Dead or Alive), or to your death (Killer Instinct).

*I might make it to where when you hit the ground too hard you'll see a crater on the ground. It would be a neat effect.

*I'm still thinking on QB Cameos, so Nathan, Jill just *might* make it. Smiley She can't have many references to how she is in her original game or my dad will blow me up with a spoon!

*Different modes of play might be available. Story mode will most likely have little parts where they will talk to each other before fighting.

*That keyhandler *might* make it in there.

*A sequal might be made, but I'll wait till I get some response on this version.

---------------------
Well, I'll be glad to accept any comments. If I have something there you don't want, or something I don't have that you do want, feel free to tell me. And don't say anytjhing to me about the keyhandler. I'm trying people! Smiley+
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na_th_an
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« Reply #136 on: January 19, 2003, 10:58:29 AM »

Quote from: "Megaman"
*I'm still thinking on QB Cameos, so Nathan, Jill just *might* make it. Smiley She can't have many references to how she is in her original game or my dad will blow me up with a spoon!


HEHEHHEHE Cheesy:D:D:D:D:D:D Anyhow, I posted the sprites in this thread, I think.
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SCUMM (the band) on Myspace!
ComputerEmuzone Games Studio
underBASIC, homegrown musicians
[img]http://www.ojodepez-fanzine.net/almacen/yoghourtslover.png[/i
ak00ma
Ancient Guru
****
Posts: 669



« Reply #137 on: January 27, 2003, 03:23:21 PM »

How do you do the backgrounds?? Do you use simple QB draw commands or do you load drawn images from other programs into the game???
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toonski84
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« Reply #138 on: January 27, 2003, 08:41:16 PM »

i imagine draw commands, and page flipping.  but that's an uneducated guess.
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i]"I know what you're thinking. Did he fire six shots or only five? Well, to tell you the truth, in all this excitement, I've kinda lost track myself. But being as this is a .44 Magnum ... you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya punk?"[/i] - Dirty Harry
Rokkuman
Na_th_an
*****
Posts: 1973



« Reply #139 on: January 28, 2003, 12:11:23 AM »

I made a stage editor that makes stages out of lines and circles.So I do use lines and stuff, but not straight out of QB.]

By the way, you're all free to post stage ideas and stuff, they can't be *too*detailed. (cans on the ground) because that just slows the level down more, although one or two would be fine.

EDIT: Sorry, I just had to try this somewhere
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WOW THIS IS COOL!
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Rokkuman
Na_th_an
*****
Posts: 1973



« Reply #140 on: February 24, 2003, 03:08:03 AM »

UPDATES ON COBRA------

For those of you that played the Cobra demo, I fixed some of the collision detection. I'm surprised no one noticed them and reported them, but I ignored them for so long, that I forgot them and it all seemed like part of the game. You can also no longer walk through your opponent. Unless both of you are walking into each other, but think of it as a tactic... it really is...

I have added that one girl that I drew a picture of and posted. Her name is Janne and I still need to give her moves and a winpose.

I would like to have one more QB character be in the game, preferrably a popular one that doesn't have any more games being developed for them (doesn't really narrow it down that much).

I ALSO HAVE A SUGGESTION FROM YOU GUYS:[/b] If any of you noticed that ANY of the animations looked awkward, or had misplaced pixels, ect. please let me know to I can touch it up some.

That's about it, there might've been more, but I don't think I left anything out. I am currently working on characters and stages.


EDIT: Oh, by the way, if you were wondering, I tried to add parralax scrolling, but I soon painfully realized that line and paint commands to not overlap very niceley...
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Rokkuman
Na_th_an
*****
Posts: 1973



« Reply #141 on: April 20, 2003, 03:22:03 AM »

Ok everyone, I am now glad to say (sort of) that trying to get Cobra with a compatible keyhandler has now become my first priority. One of the only problems I'm having is that with Toonski's example of a good keyhandler (page 5 or 4), when I press a key and then let go, the "nothing key" number is different each time I press something, for example, I hold left down, it says 75, I let it go, it says 203, I hold right down, it says 77, I let right go, it now says 205, why is the "nothing key" different and how can I make it stay put?
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na_th_an
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« Reply #142 on: April 20, 2003, 07:31:41 AM »

Why do you need to know that nothing key?  :Huh:
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SCUMM (the band) on Myspace!
ComputerEmuzone Games Studio
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Piptol
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« Reply #143 on: April 20, 2003, 11:15:08 AM »

Quote from: "Megaman"
Ok everyone, I am now glad to say (sort of) that trying to get Cobra with a compatible keyhandler has now become my first priority. One of the only problems I'm having is that with Toonski's example of a good keyhandler (page 5 or 4), when I press a key and then let go, the "nothing key" number is different each time I press something, for example, I hold left down, it says 75, I let it go, it says 203, I hold right down, it says 77, I let right go, it now says 205, why is the "nothing key" different and how can I make it stay put?


Nothing key? Looks like a key release code so you can tell when a key is no longer depressed. Rather than check for that, why not just check for the keypresses you want (75, 77 etc)?

PS, this has to be the oldest longest-running thread at QBN for some time..
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na_th_an
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« Reply #144 on: April 20, 2003, 12:35:06 PM »

Yeah. you don't need to care about that depression value. Just check and work with they keypress scancode.
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SCUMM (the band) on Myspace!
ComputerEmuzone Games Studio
underBASIC, homegrown musicians
[img]http://www.ojodepez-fanzine.net/almacen/yoghourtslover.png[/i
toonski84
__/--\__
*****
Posts: 2567



« Reply #145 on: April 20, 2003, 02:27:52 PM »

it dont matter what the "nothing" key is... just when it changes, release or derelease the key specified.

of course, a better idea would be to use an assembly keyhandler that properly uses interrupt vectors and is more efficient (like, say, milo's or one of the many fine library keyhandlers out there).
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i]"I know what you're thinking. Did he fire six shots or only five? Well, to tell you the truth, in all this excitement, I've kinda lost track myself. But being as this is a .44 Magnum ... you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya punk?"[/i] - Dirty Harry
Rokkuman
Na_th_an
*****
Posts: 1973



« Reply #146 on: April 26, 2003, 02:59:06 AM »

LEVEL UP

COBRA HAS GAINED:
      AN ACCEPTABLE KEYHANDLER
      86057806540698 XP

[/b]
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Ninkazu
Been there, done that
*****
Posts: 1169



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« Reply #147 on: April 26, 2003, 12:25:56 PM »

Quote from: "Megaman"
LEVEL UP

COBRA HAS GAINED:
      AN ACCEPTABLE KEYHANDLER
      86057806540698 XP

[/b]


Hehehe, very clever. :lol:
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Blitz
I hold this place together
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Posts: 853



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« Reply #148 on: April 26, 2003, 03:26:15 PM »

fuck man, i'm so tired of hearing libless, no lib, pure qb. I understand someone not wanting to use anyone elses code. But for gods sake, there are somethings you can't and shouldn't do in qb. It's code generation is to clumsy and too much crap. And some things you simple can't do in it. You don't want to use anyones code, that's perfectly fine.

But for fucks sake, do it in C or Assembly. Or even pascal if you like. But do not do lame things as storing the binary code in strings and calling it with call absolute. Or using poke and peek when it's clearly not enough. Why are you limiting yourself? Is it anyless of value or anyless your code if some parts are written in C or asm ?

Snap out it.
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Ninkazu
Been there, done that
*****
Posts: 1169



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« Reply #149 on: April 26, 2003, 03:48:16 PM »

Quote from: "Blitz"
f**k man, i'm so tired of hearing libless, no lib, pure qb. I understand someone not wanting to use anyone elses code. But for gods sake, there are somethings you can't and shouldn't do in qb. It's code generation is to clumsy and too much crap. And some things you simple can't do in it. You don't want to use anyones code, that's perfectly fine.

But for f**k sake, do it in C or Assembly. Or even pascal if you like. But do not do lame things as storing the binary code in strings and calling it with call absolute. Or using poke and peek when it's clearly not enough. Why are you limiting yourself? Is it anyless of value or anyless your code if some parts are written in C or asm ?

Snap out it.


It's fun. :king:
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am an asshole. Get used to it.
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