
Search found 25 matches
- Tue Aug 09, 2011 11:38 am
- Forum: Game Programming
- Topic: Selfcalling Loop
- Replies: 25
- Views: 8470
Re: Selfcalling Loop
Okey, it gets clearer now, thanks 

- Tue Aug 09, 2011 11:16 am
- Forum: Game Programming
- Topic: Selfcalling Loop
- Replies: 25
- Views: 8470
Re: Selfcalling Loop
I see, but this method seems to be creating static walls, not random ones right?
- Tue Aug 09, 2011 10:58 am
- Forum: Game Programming
- Topic: Selfcalling Loop
- Replies: 25
- Views: 8470
Re: Selfcalling Loop
Thank you for your answer, i'm studying your code.. seems complicated
. I will get back here if i have any problems.

- Mon Aug 08, 2011 8:47 pm
- Forum: Game Programming
- Topic: Selfcalling Loop
- Replies: 25
- Views: 8470
Re: Selfcalling Loop
Should i try to save the actual map data? So write a file and then re-build it after every buffer flipped?
The code atm looks like this:
; 2D Top-Down "RPG"
;------------------
Macro EventSink()
ev = WindowEvent():While ev:If ev=#PB_Event_CloseWindow:End:EndIf:ev=WindowEvent():Wend
EndMacro ...
The code atm looks like this:
; 2D Top-Down "RPG"
;------------------
Macro EventSink()
ev = WindowEvent():While ev:If ev=#PB_Event_CloseWindow:End:EndIf:ev=WindowEvent():Wend
EndMacro ...
- Mon Aug 08, 2011 8:12 pm
- Forum: Game Programming
- Topic: Selfcalling Loop
- Replies: 25
- Views: 8470
Re: Selfcalling Loop
Okey, back to the topic. As i used the suggested method to create a new sprite for the walls, i now fail to create the collision detection, i tried two methods: detecting the collision of the whole block, but this way, it would get stuck in the whole map, and i tried to use the actual x, and y ...
- Thu Jul 28, 2011 4:21 pm
- Forum: Game Programming
- Topic: Selfcalling Loop
- Replies: 25
- Views: 8470
Re: Selfcalling Loop
Hey, i dont want to create a new topic only for this... So i know pure basic has inline asm support but has it got also inline c++ support? Or is there any way to make it support it?
- Thu Jul 28, 2011 1:50 am
- Forum: Game Programming
- Topic: Selfcalling Loop
- Replies: 25
- Views: 8470
Re: Selfcalling Loop
Thank you, now i am onto the collision detection... 

- Wed Jul 27, 2011 11:55 pm
- Forum: Game Programming
- Topic: Selfcalling Loop
- Replies: 25
- Views: 8470
Re: Selfcalling Loop
Okey, got it into working properly, but i ran into an obstacle, if i use the same method you used, for creating the sprite, i loose my randomly generated map...
So how can i make the player not drawing a line, without loosing the generated map? The 4 not randomly generated sprites are there to make ...
So how can i make the player not drawing a line, without loosing the generated map? The 4 not randomly generated sprites are there to make ...
- Tue Jul 26, 2011 11:07 am
- Forum: Game Programming
- Topic: Selfcalling Loop
- Replies: 25
- Views: 8470
Re: Selfcalling Loop
Thanks, its working now... I gotta hate these loops lol.
- Tue Jul 26, 2011 1:28 am
- Forum: Game Programming
- Topic: Selfcalling Loop
- Replies: 25
- Views: 8470
Re: Selfcalling Loop
I actually can't believe this. I used your code, and got stuck again.... I don't know what i do wrong with these loops lol... :@
; 2D Top-Down "RPG"
;------------------
Macro EventSink()
ev = WindowEvent():While ev:If ev=#PB_Event_CloseWindow:End:EndIf:ev=WindowEvent():Wend
EndMacro
Declare ...
; 2D Top-Down "RPG"
;------------------
Macro EventSink()
ev = WindowEvent():While ev:If ev=#PB_Event_CloseWindow:End:EndIf:ev=WindowEvent():Wend
EndMacro
Declare ...
- Mon Jul 25, 2011 2:26 pm
- Forum: Game Programming
- Topic: Selfcalling Loop
- Replies: 25
- Views: 8470
Re: Selfcalling Loop
Okey, finally i got it working, thanks to your code, i used it as a blueprint. Here is how it looks, tell me what you think.
; Pong game v 0.01
Macro EventSink()
ev = WindowEvent():While ev:If ev=#PB_Event_CloseWindow:End:EndIf:ev=WindowEvent():Wend
EndMacro
Structure paddle
x.i
y.i
speed.i ...
; Pong game v 0.01
Macro EventSink()
ev = WindowEvent():While ev:If ev=#PB_Event_CloseWindow:End:EndIf:ev=WindowEvent():Wend
EndMacro
Structure paddle
x.i
y.i
speed.i ...
- Fri Jul 22, 2011 12:30 pm
- Forum: Game Programming
- Topic: Selfcalling Loop
- Replies: 25
- Views: 8470
Re: Selfcalling Loop
Ah thank you. It starts to make sense now... 

- Thu Jul 21, 2011 2:07 pm
- Forum: Game Programming
- Topic: Selfcalling Loop
- Replies: 25
- Views: 8470
Re: Selfcalling Loop
Okay, so i used you code, but if i write a Box(400,100, 10, 10, RGB(FF,00,00)) command into the DrawEngine procedure, it just doesn't show up, but somehow, i must make a ball, there and also any AI controlled enemy... So what's the deal with this? WHy it doesn't show up??
- Wed Jul 20, 2011 5:10 pm
- Forum: General Discussion
- Topic: Any patterns
- Replies: 12
- Views: 3998
Any patterns
Hi,
i would like to ask if there is any tutorials, so exact tutorials how to create a 2d engine, or a 3d engine? Or anything like this... Yes i know there is a tutorial about a 2d game in the purearea but it is in french.
No english resources about this, i found someone posting a 2d engine, but i ...
i would like to ask if there is any tutorials, so exact tutorials how to create a 2d engine, or a 3d engine? Or anything like this... Yes i know there is a tutorial about a 2d game in the purearea but it is in french.
No english resources about this, i found someone posting a 2d engine, but i ...
- Wed Jul 20, 2011 12:03 am
- Forum: Game Programming
- Topic: Selfcalling Loop
- Replies: 25
- Views: 8470
Re: Selfcalling Loop
Oh, Sorry i am a bit sleepy right now. Thank you, i see it now works... I may have copy pasted my own code lol..
Thank you

Thank you