Zombie Game and Game Kit
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Anthony Vaughan Bartram (2454) 458 posts |
Hi, I’m working on some new releases for the Wakefield show.
I may have something ready for beta testing soon. Does anyone have any time to beta test in the next week or so? Thanks, |
David Feugey (2125) 2709 posts |
Guess who :) |
Anthony Vaughan Bartram (2454) 458 posts |
Thanks David. Making good progress. It all feels a bit industrialised at the moment as I’m writing 3 games in parallel. The game library itself has a set of tile handling routines which makes the main game file, relatively simple. At the heart there are core routines, the separate libraries for sound, graphics and game development itself. So its layered and transparent with control passed on to the developer, rather than trying to make everything excessively automatic and thus restrictive. Can I tempt you to take a look Rick? Patrick M – would you be interested in looking at the game kit to see how I’ve named & decomposed the libraries? (Beta testers get a free copy of the product.) Which is why I normally limit beta testing to a maximum of four people… |
Rick Murray (539) 13840 posts |
Sure. You know I’m a sucker for zombies… |
Steve Pampling (1551) 8170 posts |
Didn’t have you down as cocktail drinker |
Patrick M (2888) 115 posts |
Hey,
Yeah sure, I would be interested. I can’t promise I would be much good at beta testing (since my programming skills are pretty novice level), but I could certainly have a look and play around with it a bit, and give feedback. |
David Feugey (2125) 2709 posts |
I’ll buy it anyway, as usual :) |
Anthony Vaughan Bartram (2454) 458 posts |
Thanks David (I appreciate the support). Thanks Rick and Patrick for offering to try things out. Currently I’m focusing on the game kit games which are built using its tile library. These include:
Patrick, the complexity of the code in the main files for these games will be very low as the OS calls and logic to perform screen loading,rendering from tiles and control handling will be in the BASIC Game Library itself. Any comments on whether my library call interface makes sense (or not) are welcome. Then I’ll be back on the Zombie’s tomorrow. I plan to send out a beta on the weekend. All graphics, music and most of the code exists. |
David Feugey (2125) 2709 posts |
A SDK, and two games. All in one. Yeah! |
Anthony Vaughan Bartram (2454) 458 posts |
Hi Patrick, The Zombie beta will be sent out in due course as I’m refining the game play at the moment…. Thanks, Tony |
Patrick M (2888) 115 posts |
Hi Tony, The best email address for me is dusthillresident@gmail.com |
David Feugey (2125) 2709 posts |
I will not have a lot of time to test the SDK before May. |
Anthony Vaughan Bartram (2454) 458 posts |
Hi David, However, the two game kit games are now very playable but have a few rough edges to smooth out. The cybertron mission style game (Cyborg) may be good enough as a standalone title in its own right. So if you’re happy to kill robots then this will be sent to you tommorrow. Had a bit of a marathon 36 hour coding session (I did sleep during some of that fortunately…). I wrote almost all of the Cyborg game in 36 hours based on the Pengo game code using the kit. This seems to have been reasonably successful. There is a few more rough edges than I’d like at the moment. So, as I can see some bugs, I will iron them out first…. Hi Patrick. What you propose sounds great. Also, if you have time to try playing the titles, I would welcome any feedback. Sorry for the delay in the beta. Thanks, Tony. |
David Feugey (2125) 2709 posts |
Die robots, die :) |
Rick Murray (539) 13840 posts |
Sounds like they’re behaving like zombies are supposed to… ;-) |
Steve Pampling (1551) 8170 posts |
No immune system |
Patrick M (2888) 115 posts |
Sure thing, I’ll also try out the example games and let you know what I think. - Patrick |
Anthony Vaughan Bartram (2454) 458 posts |
Not the final library configuration, but the libqary routines I’m sending out in the next hour or so. I’m going to finish the manual tomorrow. So I’ll send a refresh out then.. Core Library routines: ------------- PROCStartKit PROCStopKit PROCError PROCSpriteLoad(HANDLE%, BUFFERSIZE%, FILENAME$) PROCSpritePut(name$, X, Y) PROCSpritePutMask(name$, X, Y) PROCSpriteScale100(name$, AX, AY, AS) PROCSpriteRotate(name$, X, Y, theta) PROCModeSVGA256 PROCModeSVGATrueColour PROCModeVGATrueColour PROCModeVGA256 PROCCls PROCUseTripleBuffering PROCTripleBuffer PROCSwitchDrawBuffer PROCResetVideo PROCReadVar(name$, RETURN out$) PROCWait(T) PROCPrint(text$,font$,pitch,X%,Y%,C%) PROCTextSansSerif(X, Y, TEXT$, size, col) PROCTextPlain(X, Y, TEXT$, C,S1,S2) PROCInitText(s) PROCInitTextStretch(s) PROCText(X, Y, TEXT$, C) PROCLoadRDSP PROCUnLoadRDSP PROCLoadMP3Player PROCUnLoadMP3Player PROCPlayMP3(filename$) PROCStopMP3 PROCVolumeMP3(change%) PROCLocateMP3(seconds%) PROCGrabLine(L%) PROCFadeScreen PROCFadeColour PROCGrabScreen PROCFadeInColour PROCFade(bright) PROCButton(X%,Y%, caption$, RETURN pressed) PROCScrollStarInit PROCScrollStar Tile Game Library Routines -------------------------- PROCTilesInit(numTilesX%, numTilesY%, tileSizeX%,tileSizeY%, back$) PROCTilesLoad(buffer%, size%, filename$) PROCTilesMap(token$, sprite$) PROCTilesSetProp(token$, mask%) PROCTilesInitLevel(level%, buffer%, buffersize%, levelData%, levelDataSize%) PROCTilesDraw(levelData%, offsetx%, offsety%) PROCTilesDrawSubRange(levelData%, offsetx%, offsety%, mapx%, mapy%, width%, height%) PROCTileDoEnemy(flags%, X%, Y%, RETURN EX%, RETURN EY%, SPEED%, mode%, RETURN DIR$) PROCPlayerMoveXY(flags%, RETURN X%, RETURN Y%, SPEED%, RETURN DIR$) FNGetTileProperties(leveldata%, X%, Y%) FNTileGet(leveldata%, X%, Y%) PROCTileEdit(leveldata%, X%, Y%, C$) FNTileGetSprite(C$) Music Library Routines ---------------------- PROCInitSound PROCChord(basechannel%, chord$, sound%, volume%, duration%, pan%) PROCTrackPlayerInit(duration%(), musicTrack$(), startTrack%, numTrack%) PROCTrackPlayer(duration%(), musicTrack$()) PROCTrackPlayerNext |
Anthony Vaughan Bartram (2454) 458 posts |
Beta 1 has been e-mailed. Thanks for offering to test. I really appreciate it. Two games are included:
The manual is still being written. However, I will be sending this out tomorrow. Please note Mutant Penguin is a bit slow on the Pi (original/version 1. Fine on the Pi 2) and still has some finishing touches required. For the release notes. please see the Readme file. Cyborg is much closer to complete, but needs some more maps, calibration and the droids need to shoot at the player…. I’ll be updating tomorrow to complete the gaps in the games & add the documentation. Any feedback welcome, good or bad. Best Regards, Tony |
Anthony Vaughan Bartram (2454) 458 posts |
I will upload some screen shots and music links tomorrow. |
Patrick M (2888) 115 posts |
Hi, Thanks, I got the email and downloaded the file. I’ll be trying things out now and I’ll post again if I have any trouble. If things go well then I’ll probably be giving some feedback by tonight. - Patrick |
Anthony Vaughan Bartram (2454) 458 posts |
Thanks Patrick. I replied to your e-mail. I’ve finished the Mutant Penguin game and optimised it a bit to avoid overdraw. Fixed bugs and added firing robots to the Cyborg game. Still not written up the manual fully…. :-/ |
Anthony Vaughan Bartram (2454) 458 posts |
Thanks for the comments so far. They are much appreciated and I am making changes to the games in accordance with feedback received. A draft manual has been e-mailed out. I am now putting the finishing touches to the Cyborg game included additional robots, graphics and bonuses. Tony |
Anthony Vaughan Bartram (2454) 458 posts |
For the Cyborg game I’ve implemented :
I’m looking at improving performance on the Pi 1 and might drop the framerate to 25 fps if need be for the Pi 1 and try and leave it at 60fps for the ARMX6 and fully clocked Pi 2. |
David Feugey (2125) 2709 posts |
Don’t forget instructions to make our own maps. |
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