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tienkhoanguyen
PSEUDOCODER


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Joined: 05 Sep 2014
Posts: 2664
Location: Texas

PostPosted: Sun Feb 15, 2015 7:28 am     Post subject: God, Cheese-its & Rice, is number one!hehe Reply with quote

Cheese-its & Rice!hehe

Thank you MrFlibble for the helpful suggestions. I am trying different routines of my own to remove the flickers during sprite overlap. I have one idea that might work however it involves programming additional codes in Borland Turbo Assembler. In the mean time I have a compromise for those who want something right away. It incorporates pseudocoder's suggestion of an arrow key although glitchy, and it also includes a reversed logic to minimize flickering. So in this edition, the planes and hearts do not flicker at all unless it cross paths. hehe So 100% of the work is done. It is just this little bit. O, and I know it takes a few seconds to draw both the sun and the moon since it plots every single pixel within the circle to make sure there is no gap. I guess I could hard code it instead of making it dynamic so it would be instant? However, you would not have that cool affect of the sun coming out hehe

Thank you Jesus for another little update#!! Since it is still Valentine's day in the air - I figured I still use that. Besides that, I like the theme where Jesus promotes the principle of LOVE all people!!!

Here is the download like to the Borland Turbo C 2.01 source:
(mixed with inline Borland Turbo Assembler 4.1 assembly)
http://www.mediafire.com/view/nyy5skq9bm47b43/PLANEV1A.C

Here is the same for it file itself just in case you want to just run it:
(designed for DOSBox 0.74 however may be compatible with other DOS)
http://www.mediafire.com/download/xo2ghzkn3rt8u8m/PLANEV1A.EXE

Thank you to all the users of my program.

A bit of trivia, in my college years, I worked heavily developing user-friendly programs. I'm not sure if I am good at making programs that are great to use though. Feedbacks welcome.
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tienkhoanguyen
PSEUDOCODER


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Joined: 05 Sep 2014
Posts: 2664
Location: Texas

PostPosted: Sun Feb 15, 2015 12:17 pm     Post subject: Reply with quote

pseudocoder wrote:
Another slick demo; there's nothing wrong with the sprites... the suns are cool. it's the mechanics that you're after, and it handles pretty good on my screen. Happy Any chance of getting the arrow keys in addition to wasd and the gamepad? Being a lefty, I find that the arrow keys are easier to use.

Great stuff. Shit-Eating Grin


@pseudocoder: Since the arrow keys work using interrupts I am sure I can tap into that. However once again I just want to develop my own version. I have been looking to other ways however my version is unique so far. It is the first of its kind (Thank you Cheese-its & Rice). What it does is clears the keyboard buffer and has a delay which I implemented right after. Then it would pole the arrow keys. The fortunate thing is that it is my own routine. The unfortunate thing is that there is a pause so you have to hold down the key in order for it to be detected. My mother says this could be a new way to play a unique game that I might end making. Well time to listen to my dad and back up what I have before I end up potentially losing it.
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MrFlibble
Demoniac Demo maniac
Demoniac Demo maniac


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Joined: 05 Dec 2010
Posts: 2441

PostPosted: Sun Feb 15, 2015 3:39 pm     Post subject: Re: God, I love tacos, is number one!hehe Reply with quote

tienkhoanguyen wrote:
In the mean time I have a compromise for those who want something right away. It incorporates pseudocoder's suggestion of an arrow key although glitchy, and it also includes a reversed logic to minimize flickering. So in this edition, the planes and hearts do not flicker at all unless it cross paths. hehe So 100% of the work is done. It is just this little bit. O, and I know it takes a few seconds to draw both the sun and the moon since it plots every single pixel within the circle to make sure there is no gap. I guess I could hard code it instead of making it dynamic so it would be instant? However, you would not have that cool affect of the sun coming out hehe

Thank you Jesus for another little update#!! Since it is still Valentine's day in the air - I figured I still use that. Besides that, I like the theme where Jesus promotes the principle of LOVE all people!!!

Here is the download like to the Borland Turbo C 2.01 source:
(mixed with inline Borland Turbo Assembler 4.1 assembly)
http://www.mediafire.com/view/nyy5skq9bm47b43/PLANEV1A.C

Here is the same for it file itself just in case you want to just run it:
(designed for DOSBox 0.74 however may be compatible with other DOS)
http://www.mediafire.com/download/xo2ghzkn3rt8u8m/PLANEV1A.EXE

Cool, this version is definitely a great improvement! Thanks! Blissful

tienkhoanguyen wrote:
My mother says this could be a new way to play a unique game that I might end making.

That sounds quite intriguing and I am already interested!

In fact, I have never really thought about how a certain control scheme could influence playing experience. However, the developers and players seem to have found certain workable schemes through trial and error (like WASD), while some other options might have been overlooked.
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tienkhoanguyen
PSEUDOCODER


Offline
Joined: 05 Sep 2014
Posts: 2664
Location: Texas

PostPosted: Sun Feb 15, 2015 4:54 pm     Post subject: Thank you MrFlibble for testing. Reply with quote

You know that jobs for software testers are hard to find. If you love testing software and do not mind be a part of the welfare team!!!
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tienkhoanguyen
PSEUDOCODER


Offline
Joined: 05 Sep 2014
Posts: 2664
Location: Texas

PostPosted: Sun Feb 15, 2015 6:03 pm     Post subject: God, Cheese-its & Rice, is number one!hehe Reply with quote

Cheese-its & Rice!hehe

Okay. There is almost a game in this version. It shoots a pellet when you push the gamepad buttons or the spacebar. It is just a little add-on. No game yet however a little one is starting to POSSIBLY appear.
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pseudocoder
Experienced Member
Experienced Member


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Joined: 23 Nov 2014
Posts: 76

PostPosted: Sun Feb 15, 2015 6:28 pm     Post subject: Reply with quote

tienkhoanguyen wrote:
@pseudocoder: Since the arrow keys work using interrupts I am sure I can tap into that. However once again I just want to develop my own version. I have been looking to other ways however my version is unique so far. It is the first of its kind (Thank you I love tacos). What it does is clears the keyboard buffer and has a delay which I implemented right after. Then it would pole the arrow keys. The fortunate thing is that it is my own routine. The unfortunate thing is that there is a pause so you have to hold down the key in order for it to be detected. My mother says this could be a new way to play a unique game that I might end making. Well time to listen to my dad and back up what I have before I end up potentially losing it.


my asm knowledge is limited to your code. Shit-Eating Grin I did find a sample online for detecting extended keys using 16h - function 10h, which read the arrow keys without a pause, but it didn't detect normal keys. I tried the online snippit for avoiding a bios lock, but wound up locking up dosbox instead; I'd better stick with C for keyboard stuff. Tbbbbbth!

I wish you the best with your own routine; I'm sure it will be excellent once you've ironed out its kinks. If you're interested, here's my basic "gaming" loop in C.

Code:

#include <conio>
#include <ctype>

int main(void)
{
    // other codes

    for(;;) // game loop
    {
        if(kbhit())
        {
             int ch = getch();
             
             if(ch == 0) // extended keys
             {
                  ch = getch();
                  // check arrow or other extended keys
              }
              else
              {
                  // check wasd etc
               }
          }
 
          // poll gamepads
    }

    // other codes
}
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tienkhoanguyen
PSEUDOCODER


Offline
Joined: 05 Sep 2014
Posts: 2664
Location: Texas

PostPosted: Sun Feb 15, 2015 7:31 pm     Post subject: Keep plugging away @pseudocoder! Reply with quote

I usually like to look at others codes however try to do it my way. So do not worry about me. I am happy to see your coding is very indented and well formatted. Your logical is very good and workable. I am not 'pretty' however I just try to get the job done as best I can. I am more concerned with 'as long as it works' model.
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