Author Topic: adventure game engine  (Read 9652 times)

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Offline TempodiBasic

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Re: adventure game engine
« Reply #15 on: July 28, 2019, 11:15:00 am »
Hi
fine evolution!
It has like feature also automatic path...
the user character, after going out from the first room (so in the second room), going on the door locked (it is on the top right of the room) it goes automatically to the centre of the room! Moreover if it goes onto the carpet of the Right Top wall it returns to the centre of the first room!
The .PDF file is very descriptive!
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Offline pforpond

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Re: adventure game engine
« Reply #16 on: July 28, 2019, 02:10:54 pm »
Hi
fine evolution!
It has like feature also automatic path...
the user character, after going out from the first room (so in the second room), going on the door locked (it is on the top right of the room) it goes automatically to the centre of the room! Moreover if it goes onto the carpet of the Right Top wall it returns to the centre of the first room!
The .PDF file is very descriptive!
Thank you :)
It sounds like you're describing the scripting feature, i should have it to be able to control the NPC's from their default routes in the next update no doubt. Take a look in any of the files in data/scripts if you're interested in seeing how it works :)
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Offline pforpond

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Re: adventure game engine
« Reply #17 on: August 11, 2019, 05:34:56 am »
Update 13

  • Scripts can now control NPCs
  • New logo that displays during scripts running
  • Basic Inventory (press I)
  • New test map
  • Many tweaks and bug fixes

Controls- Arrow Keys = Move. I = Inventory. \ = Open Console. Q = Back/Quit.

Remember to compile vameconsole and put the executable in the data folder if you wish to use the developer console. :)
« Last Edit: September 22, 2019, 10:34:23 am by pforpond »
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Offline pforpond

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Re: adventure game engine
« Reply #18 on: September 22, 2019, 10:43:09 am »
Update 15

  • Redesigned Inventory
  • Redesigned Menu System
  • Text Banners and player/NPC portraits
  • Many tweaks and bug fixes!

Next update will focus on further expanding script functionality and sound effect integration. All feedback welcome :)
« Last Edit: December 29, 2019, 03:48:47 pm by pforpond »
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Offline pforpond

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Re: adventure game engine
« Reply #19 on: December 29, 2019, 03:59:50 pm »
Update 20!

Lots of new features and (finally!) a small demo game to play that showcases all the features the engine has to offer. A couple of known bugs you should be aware of first-
  • Rain leaves graphical glitches when it leaves the map.
  • Sometimes invisible triggers just stop working. Interacting with an object or NPC fixes this.
  • Sometimes NPCs set on walk routes just stop moving. Dunno why. Guess they get tired.

Extract the data folder and put it in your QB64 folder. Compile vame25.bas.
All feedback welcome :)
« Last Edit: January 09, 2020, 08:25:52 am by pforpond »
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Offline TempodiBasic

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Re: adventure game engine
« Reply #20 on: December 29, 2019, 06:44:19 pm »
just very fine!
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Offline Petr

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Re: adventure game engine
« Reply #21 on: December 30, 2019, 11:25:06 am »
Hi,

I don't know if i be live to the end of the compilation, the EXE file is still not created in about 5 minutes....
After 6 minutes i stop it and compile in version 1.2, its faster. Nice work!

I try compiling again in QB1.3 (last official version). Compiling start in 17:47:20.  Now is 18:01 and still is not done!
« Last Edit: December 30, 2019, 11:57:02 am by Petr »

Offline pforpond

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Re: adventure game engine
« Reply #22 on: January 02, 2020, 05:36:36 am »
Hi,

I don't know if i be live to the end of the compilation, the EXE file is still not created in about 5 minutes....
After 6 minutes i stop it and compile in version 1.2, its faster. Nice work!

I try compiling again in QB1.3 (last official version). Compiling start in 17:47:20.  Now is 18:01 and still is not done!

Wow! I mean, its a bit of big program to compile but it shouldn't take that long! Maybe this is an issue with QB64?
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Offline pforpond

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Re: adventure game engine
« Reply #23 on: January 09, 2020, 08:34:46 am »
Update 21!

This update has bug fixes for Linux machines, removes any visible flicker and a new updater feature that can seek out a new update and download and install it automatically. A test update is live as a demonstration. The check for updates feature can be found in extra options. :)

Because it seems that it is taking some users a while to compile the code, I've uploaded a full download that includes all source code and executables.

« Last Edit: January 27, 2020, 06:07:15 am by pforpond »
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Offline pforpond

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Re: adventure game engine
« Reply #24 on: January 27, 2020, 06:35:26 am »
Update 24!

Probably the final version for now. Lots of polish bug fixes, tweaks and a handful of new features. Here are just a few of the changes-
  • New sunset map effects.
  • Fixes to animation feature.
  • New launch parameters.
  • Tweaks to demo game.
  • New loading bar and developer logo screen.
  • Fixes to NPC's that would just stop moving.
  • Fixes to rain map effect.
  • Improvements to updater.

Download available here! This zip folder contains the following-
  • 'data' folder. Contains metadata for engine settings and demo game.
  • Linux executable.
  • macOS executable.
  • Windows executable.
  • Source code for engine.
  • Source code for updater.
  • Engine documentation.
  • Changelog.

If you already have a previous version on your computer and it has the 'check for updates' option in 'extra options' then you can just run that to automatically download and install the latest version whilst keeping your save and settings.

All feedback welcome! Have a wonderful day! :D :D :D
« Last Edit: January 27, 2020, 06:41:47 am by pforpond »
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Offline Davor

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Re: adventure game engine
« Reply #25 on: January 27, 2020, 03:00:08 pm »
Is Windows executable 64-bit?
I am using 32-bit Windows 10 and get "This App Can't Run on Your PC" error message.

Tried compiling from source with QB64 v1.4 but it failed after few minutes with message:
cc1plus.exe: out of memory allocating 65536 bytes.
Probably also because of limited memory space in 32-bit Windows.

Offline pforpond

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Re: adventure game engine
« Reply #26 on: January 28, 2020, 03:26:24 am »
Is Windows executable 64-bit?
I am using 32-bit Windows 10 and get "This App Can't Run on Your PC" error message.

Tried compiling from source with QB64 v1.4 but it failed after few minutes with message:
cc1plus.exe: out of memory allocating 65536 bytes.
Probably also because of limited memory space in 32-bit Windows.

Yes the executable is 64 bit. I've had a few attempts at creating a 32 bit version but I get the same error no matter what I try. I've tried compiling a 32 bit version on both Windows XP (32 bit) and Windows 7 (64 bit) using QB64 versions 1.2, 1.3 and 1.4 and had no luck.

I'm very sorry but it doesn't look like I can make you a 32 bit build which is a shame :(
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Offline SMcNeill

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Re: adventure game engine
« Reply #27 on: January 28, 2020, 03:57:41 am »
Yes the executable is 64 bit. I've had a few attempts at creating a 32 bit version but I get the same error no matter what I try. I've tried compiling a 32 bit version on both Windows XP (32 bit) and Windows 7 (64 bit) using QB64 versions 1.2, 1.3 and 1.4 and had no luck.

I'm very sorry but it doesn't look like I can make you a 32 bit build which is a shame :(

I was curious about why this code wouldn't compile in 32-bit, while it works in 64-bit versions, so I downloaded the source and took a few moments and looked at it.  The issue is rather glaring, once one looks for just a bit:

Code: [Select]
    IF temp58 = 1 THEN _FREEIMAGE pocketsprite1
    IF temp58 = 2 THEN _FREEIMAGE pocketsprite2
    IF temp58 = 3 THEN _FREEIMAGE pocketsprite3
    IF temp58 = 4 THEN _FREEIMAGE pocketsprite4
    IF temp58 = 5 THEN _FREEIMAGE pocketsprite5
    IF temp58 = 6 THEN _FREEIMAGE pocketsprite6
    IF temp58 = 7 THEN _FREEIMAGE pocketsprite7
    IF temp58 = 8 THEN _FREEIMAGE pocketsprite8
    IF temp58 = 9 THEN _FREEIMAGE pocketsprite9

The source is copy/paste code with a lot of redundancy in it, and each of these lines end up translating into multiple lines of c-code... The end result ends up simply giving us more lines than what 32-bit cpp will work with.

If you want the code to work on 32-bit systems, I'd suggest that you swap over to array usage rather than copy/paste code.

Instead of a hundred lines of IF statements, all you'd need is one:  IF temp58 <> 0 THEN _FREEIMAGE pocketsprite(temp58)
   
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Offline pforpond

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Re: adventure game engine
« Reply #28 on: January 28, 2020, 04:18:16 am »
Instead of a hundred lines of IF statements, all you'd need is one:  IF temp58 <> 0 THEN _FREEIMAGE pocketsprite(temp58)

ooo fab! I always figured there was a better way but never actually got round to looking it up or figuring it out. Thank you for pointing me in the right direction with this :)

Davor- I'll do my best to have a working 32 bit version for you. Looks like Update 24 won't be the final one after all :D
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Offline pforpond

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Re: adventure game engine
« Reply #29 on: January 28, 2020, 04:18:45 am »
(my post duplicated for some reason?)
« Last Edit: January 28, 2020, 04:20:04 am by pforpond »
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