Jump Around 3
Community Forums/Showcase/Jump Around 3
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![]() ** Jump Around ** Well this appears to be going rather well! The updates are coming thick and fast so Fredborg is now the code-keeper (please note, whenever you say code-keeper you need to add an echo effect to your voice). If you add stuff let everyone know where and what has been changed, this way it's going to be pretty straight forward copy and pasting your snippet in. Please do not post full source code as this thread will get insanely huge. Anyway... Please add away, this is turning into a fantastic game! I'll leave The Code-Keeper eeper eper per er r to post the list of updates so he can maintain it. I wish I was more involved with this project, but I've not got any time on my hands... I'm sure when the community decide this project is complete a nice History of JumpAround will be written. Happy coding Guys! |
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For anyone interested, the other threads are here: Thread #1 Thread #2 Cheers, Ryan |
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- Latest and greatest - 2004-05-04 13:20 - New metal platform graphics. - Older Updates - 2004-05-03 08:00 - New additions from Starfox. 2004-04-24 19:30 - Platforms no longer overlap! Moving platforms change direction on collision with another platform. 2004-04-24 13:15 - Updated with Yan's, Todd Riggins's, and Perturbatio's additions. And the treasure chest is now opened when you get it :) 2004-04-23 20:50 - Moving Platforms! (Fredborg) 2004-04-23 19:45 - Adjustable treasure value (Perturbatio), Modified extra life and thrust values (eBusiness) 2004-04-23 17:00 - Level scrolling stops when you get the treasure! + Levels from eBusiness 2004-04-23 16:30 - Better rubble, and coins poping out of the treasure chest when you get it :) Plus a few things from rsbrowndog and Perturbatio! - Level editor - To ease level creation: Get Perturbatio's nice little editor here! It's the next big thing! |
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I have made and tested these levels: Data 3 ; the level number Data "The Party" ; the level name Data 2000 ; the level seed Data 1500 ; the level height Data 0.25 ; Initial scrollspeed Data 1 ; Monster random number (lower = more monsters) Data 2 ; Monster types .... Data 1 ; Coin random number (lower = more coins) Data 24 ; Diamond random number (lower = more diamonds) Data 600 ; Rock random number (lower = more rocks) Data 18 ; Number of platforms Data 4 ; the level number Data "Just run" ; the level name Data 2347 ; the level seed Data 2500 ; the level height Data 0.7 ; Initial scrollspeed Data 5 ; Monster random number (lower = more monsters) Data 1 ; Monster types .... Data 5 ; Coin random number (lower = more coins) Data 0 ; Diamond random number (lower = more diamonds) Data 450 ; Rock random number (lower = more rocks) Data 6 ; Number of platforms You like them? |
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Eventually some boss fights would be really interesting. I think some indirect clobbering of bosses would be cool, stuff like jumping up to grab a lever which drops a boulder on the boss. By the way, thanks for adding the original source to the download. Has anyone mentioned that this project kicks ass? |
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Need to add this to the reset function as the player starts with no thrust, but when losing a life, thrust is set to 10.player\thrust = 10 |
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ok, in function AddCoinToBox, change coin\value =5000 to coin\value = TreasureChestValueIf leveltreasureset = False If (levelheight-levelscrollheight)<50 ; Treasure Chest coin.coin = New coin coin\value = TreasureChestValue ;<-- coin\image = 2 coin\y = box\y-32 coin\x = Rand(box\x,box\x+box\w-32) leveltreasureset = True Return End If End If in levels.bb add: Global TreasureChestValue in function SetLevel add Read TreasureChestValue to as the last read statement, and set the level data to: .leveldata Data 1 ; the level number Data "One small jump for Bop..." ; the level name Data 1014 ; the level seed Data 1000 ; the level height Data 0.1 ; Initial scrollspeed Data 3 ; Monster random number (lower = more monsters) Data 1 ; Monster types .... Data 2 ; Coin random number (lower = more coins) Data 50 ; Diamond random number (lower = more diamonds) Data 400 ; Rock random number (lower = more rocks) Data 20 ; Number of platforms Data 2500 ; Treasure Chest Value Data 2 ; the level number Data "Bounce around" ; the level name Data 1234 ; the level seed Data 1500 ; the level height Data 0.2 ; Initial scrollspeed Data 0 ; Monster random number (lower = more monsters) Data 2 ; Monster types .... Data 0 ; Coin random number (lower = more coins) Data 20 ; Diamond random number (lower = more diamonds) Data 50 ; Rock random number (lower = more rocks) Data 10 ; Number of platforms Data 5000 ; Treasure Chest Value Data 3 ; the level number Data "The Party" ; the level name Data 2000 ; the level seed Data 1500 ; the level height Data 0.25 ; Initial scrollspeed Data 1 ; Monster random number (lower = more monsters) Data 2 ; Monster types .... Data 1 ; Coin random number (lower = more coins) Data 24 ; Diamond random number (lower = more diamonds) Data 600 ; Rock random number (lower = more rocks) Data 18 ; Number of platforms Data 7500 ; Treasure Chest Value Data 4 ; the level number Data "Just run" ; the level name Data 2347 ; the level seed Data 2500 ; the level height Data 0.7 ; Initial scrollspeed Data 5 ; Monster random number (lower = more monsters) Data 1 ; Monster types .... Data 5 ; Coin random number (lower = more coins) Data 0 ; Diamond random number (lower = more diamonds) Data 450 ; Rock random number (lower = more rocks) Data 6 ; Number of platforms Data 10000 ; Treasure Chest Value Data 0 ; indicates end of data |
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Hmmm, as it is now I think both too much thrust and too many lifes are added. What about life every 25000 points and thrust every 2000 points, or maybe as a special pickup. |
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i cant add to the code (im not that good) but me and my kids can play it to hell...possible bug....when you point the direction arrow left/right and move off a platform you float in thin air until you hit the down arrow...![]() |
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i think it's to easy |
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Updated with Perturbatio's code and eBusiness suggestion. tiler: it should be fixed in the newest version. You can add some levels that doesn't require anything but imagination :) Look at the 'Levels.bb' include. slave_of_time: you can add your own harder levels :) |
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Hm, I don't have access to a computer to test what Tiler pointed out, but if that is true then that's a pretty major bug. |
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Tiler, download the latest release, that bug is corrected. slave_of_time, I'm currently making levels with increasing difficulty, it will get harder (and I'm afraid that the highscores will have to be deleted at some point). I think I'll add an extra level encoding system, with a bit more options. |
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This game rocks :D Well done everyone :) |
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Talking about rocks, someone doubled the number of them in level 2, I think it's too hard ... for a level 2. |
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cool....this is damn good fun....bug fixed |
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Hi, very impressive! I like the addition of the levels. Two things I noticed that could be fix'd is, first, somehow if I die right before I jump... when I re-appear, I automagically jump straight up. Second, once Bop hits the treasure chest to win that level, I think at least hes X movement should be zero'd out. I slid right of the ledge after touching the treasure chest with my last bop and fell to me death... so I got end of game instead going to the next level. I think I have an idea for a new regular monster(ie: not a boss monster) and it's ai. I'll present it if I can implement it nicely. |
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Added moving platforms :) Don't know if they are any good, but I'm sure we'll find out! |
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@ eBusiness, yeah, would be great. I thought that the high score would get deleted. Anyway really funny game. |
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Data 5 ; the level number Data "Lots" ; the level name Data 102 ; the level seed Data 2000 ; the level height Data 0.3 ; Initial scrollspeed Data 1 ; Monster random number (lower = more monsters) Data 2 ; Monster types .... Data 1 ; Coin random number (lower = more coins) Data 15 ; Diamond random number (lower = more diamonds) Data 70 ; Rock random number (lower = more rocks) Data 35 ; Number of platforms Data 2000 Data 0.1 Data 12500 Data 6 ; the level number Data "Pscino" ; the level name Data 102 ; the level seed Data 10000 ; the level height Data 0.4 ; Initial scrollspeed Data 1 ; Monster random number (lower = more monsters) Data 2 ; Monster types .... Data 2 ; Coin random number (lower = more coins) Data 32 ; Diamond random number (lower = more diamonds) Data 350 ; Rock random number (lower = more rocks) Data 17 ; Number of platforms Data 3 Data 0.9 Data 15000 Here is a couple of levels, other people should feel free to add some too. |
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Predators! ---------- I'm not good at art so I just did a quick color change[Monster03.png]: [NoLongerInService] Feel free to make a new cool image if desired to have this monster type. I think it's fun having something sort of chasing you! :D I just added the code bits needed for the predator to let whoever keeping the code to update the latest source if you all want this in. If not, no biggy. ----------- Must increase monster size to 3 from 2 like so: Dim monsters(3) For n=0 To 3 monsters(n) = LoadAnimImage("images/Monster0"+Str(n)+".png",16,16,0,4) Next remmember to set 3 in monster types in the level data... Here's the AI: Function UpdateMonsters() For monster.monster=Each monster DrawImage monsters(monster\t),monster\x,monster\y,monster\frame If monster\dead monster\x = monster\x + monster\xd monster\y = monster\y + monster\yd monster\yd = monster\yd * 0.99 + 0.1 monster\xd = monster\xd * 0.99 Else monster\y=monster\y+ScrollSpeed monster\frame = (monster\frame + 0.1) Mod 3 If monster\t < 2 If monster\box<> Null monster\x=monster\x+monster\xd If monster\x+16>monster\box\x+monster\box\w monster\xd=-Rnd(0.1,0.5) ElseIf monster\x<monster\box\x monster\xd=Rnd(0.1,0.5) EndIf EndIf Else If monster\t = 2 ; Don't move until it's a bit into the screen If monster\y>32 monster\x=monster\x+monster\xd EndIf If monster\box = Null monster\y = monster\y + monster\yd For box.box = Each box If RectsOverlap(monster\x+8,monster\y,1,16,box\x,box\y,box\w,box\h) = False If RectsOverlap(monster\x+8,monster\y+monster\yd+1,1,16,box\x,box\y,box\w,box\h) monster\box = box monster\y = box\y-16 Exit EndIf EndIf Next monster\yd = monster\yd * 0.99 + 0.1 Else If monster\x+6>monster\box\x+monster\box\w monster\box = Null monster\yd = 0 ElseIf monster\x+10<monster\box\x monster\box = Null monster\yd = 0 EndIf EndIf Else If monster\t = 3 ; predator AI ; Don't move until it's a bit into the screen If monster\y>32 monster\x=monster\x+monster\xd If monster\x>Player\x If monster\xd>-1.0 Then monster\xd=monster\xd-0.1 Else If monster\xd<1.0 Then monster\xd=monster\xd+0.1 EndIf If monster\box <> Null If monster\y>Player\y+8 For box.box = Each box If RectsOverlap(monster\x+8,monster\y-1,1,16,box\x,box\y,box\w,box\h) monster\yd = - 3 monster\box = Null EndIf Next EndIf EndIf EndIf If monster\box = Null monster\y = monster\y + monster\yd If monster\yd>=0.0 For box.box = Each box If RectsOverlap(monster\x+8,monster\y,1,16,box\x,box\y,box\w,box\h) = False If RectsOverlap(monster\x+8,monster\y+monster\yd+1,1,16,box\x,box\y,box\w,box\h) monster\box = box monster\y = box\y-16 Exit EndIf EndIf Next EndIf monster\yd = monster\yd * 0.99 + 0.1 Else If monster\x+6>monster\box\x+monster\box\w monster\box = Null monster\yd = 0 ElseIf monster\x+10<monster\box\x monster\box = Null monster\yd = 0 EndIf EndIf EndIf EndIf EndIf If player\dying = 0 dx#=((monster\x+8)-player\x) dy#=(monster\y+8-player\y) If (dx*dx+dy*dy)<32*32 If Sin(MilliSecs())>0 Outline_text player\x,player\y-30,"Watch out!",1,1 EndIf EndIf If RectsOverlap(Player\x-2,Player\y-2,5,5,monster\x,monster\y,16,16) If player\shieldtime = 0 ;LoseLife(player) player\dying = 1 player\yd = -3 player\xd = 0 m.message = New message m\x = player\x m\y = player\y - 16 m\life = 100 m\txt = "EEK!" channel = PlaySound(die) End If ElseIf monster\y > GraphicsHeight() Delete monster End If EndIf End If Next End Function Here's a mean predator level for an example: Data 7 ; the level number Data "Warning: Predators!" ; the level name Data 1777 ; the level seed Data 3500 ; the level height Data 0.2 ; Initial scrollspeed Data 2 ; Monster random number (lower = more monsters) Data 3 ; Monster types .... Data 1 ; Coin random number (lower = more coins) Data 7 ; Diamond random number (lower = more diamonds) Data 250 ; Rock random number (lower = more rocks) Data 30 ; Number of platforms Data 5000 ; Treasure Chest Value |
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I think the predators are a little too good at hunting you, they need to be a little dumber, also perhaps too many. Also, if we're having moving platforms, then the code for the monsters needs to be updated, so that they fall when not on the moving platforms. |
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Added playlist option (and the predators) http://www.perturbatio.com/files/JumpAround.zip |
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Should we get space at sourceforge.net for this? |
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Did you guys take out the shooting thing? And I think that when you press ESC while playing it should exit to the menu, maby just pause the game instead of just quiting. |
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shooting has been disabled for now, it's possibly going to be an option for multiplayer (if anyone ever gets round to implementing it). |
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Changes :- Tweaked the story display (all that text was too slow for me old PC to render each frame ;o)) Added a little jumping dance thing at the end of the level killed all movement when chest is collected (it's a bit 'brute force' at the moment) Tweaked drop down timer Thruster isn't diplayed when you die now (if you die whilst thrusting) Fixed the jump on respawn bug...I think ;o) JumpAround.zip YAN |
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Wow! This game is so very cool! I would like to see it finished! |
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Added: Levels now stored in XML format (levels.xml) http://www.perturbatio.com/files/JumpAround.zip *edit* Now I can go to sleep... |
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Feel free to dumb down the predators. Ofcoarse, it personally gave me a good challenge to keep moving around the way I had them. Also, still feel free to make a new monster design for it! I rather see one of you professional 2d artists make a new monster design for it than the copied monster that I blue'd up. :) Speaking of about there are to many predators... I was just thinking about mabie we should have somehow more control over what type of monsters we want in a specific level. For example, If I wanted to make a "Predator Level", I would like to only use the predator monsters and mabie have a related predator Boss at the end when the game gets that far. Anyways, we should be able to choose what type of monster(s) we want for a paticular level and choose the percantage of how many of each monster should appear in that paticular level. That's just a suggestion to include as I won't have time to implement something like that. But, I might have time to add another monster type here in a bit. The more monsters, the merrier I say! :) |
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I like the little animation thing going on there when you snag the treasure chest! :) Perturbatio, you might want to take your name out of the input box when we enter our names, save us from having to backspace all them letters! :) Also, when completing the level... you replay the level again without advancing to the next one. Doh! :) |
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I have to manually enter a level number in the level.bb file to play a different level now. :/ I have never used XML before, what's a good editor to use with that. Loading the .xml file into the blitz ide makes it look daunting to try to edit with all those tags in the way. Ofcoarse, just IMHO. If we need an external data file how about doing something like this in that file for an example: [Level] 7 [LevelName] Warning: Predators! [LevelSeed] 1777 [LevelHeight] 3500 [ScrollSpeed] 0.2 [MonsterRandomNumber] 2 [MonsterTypes] 3 [CoinRandomNumber] 1 [DiamondRandomNumber] 7 [RockRandomNumber] 250 [NumberOfPlatforms] 30 [NumberOfMovingPlatforms] 3 [MovingPlatformsMaxSpeed] 0.9 [TreasureChestWealth] 5000 This external file thing is just a suggestion! If you guys want to keep the XML thing, no biggie with me. :) Oh, about the moving platforms... I think each moving platform should get it's own row to move back and forth with (ie: not moving through static platforms). Ofcoarse, if you can figure out how to make moving platforms to just move back and forth without going through other platforms, then that would be cool. It just doesn't look/feel right to me... ofcoarse, just IMHO again... :) |
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I'll take a look at it, it was 4:30 or thereabouts when I uploaded it. :) XML can be edited in notepad. *EDIT* or something better, like JEdit. *edit* delete player.name from the misc folder to get rid of my name |
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Ok, I've uploaded a newer version (I simply forgot to set the level number in the SetLevel function). http://www.perturbatio.com/files/JumpAround.zip |
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What do we need XML for? The data statements seems to work fine, and the large amounts of extra code doesn't exactly make the game easier to edit. |
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Updated with Yan, Todd Riggins, and Perturbatio's additions. And the treasure chest is now opened when you get it :) Them predators are nasty :) |
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What do we need XML for? We need an external level file so that people can add their own levels once the game is compiled. I chose XML because it's easy to add to. And it wouldn't be too hard to implement a level editor for it. *EDIT* XML really isn't that difficult. Just copy the <Level></Level> block, paste it in at the bottom, and change the values. |
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I just think all those flags are slightly overkill, and about 20kB extra sourcecode for interpreting it is also quite nasty. If we shall use external files, then please, go for a simple sytax, I think a tag before the start of each level, and then one piece of info on every row, in a prefixed order. And if we go for external levels, let's make it external only. |
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The order of the items doesn't matter, if you add a new tag, then it doesn't matter about the order they are in. *edit* Also if you add a new tag and forget to update one of the levels, it doesn't kill the program, the value just defaults to 0 Besides, there's more file space taken up on one sound than the XML code takes up. *edit* Does anyone else have an opinion regarding XML? |
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I'd just use ini files, they have the same storage characteristics you want (no crashing with missing keys or groups), but xml should be fine too. |
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Well, if we must be able to write the parameters in any order then I think Todd's example was fine. |
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I just knocked up a quick and simple XML Level Editor See if you can use this to create the levels. |
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Update: Platforms no longer overlap! Moving platforms change direction on collision with another platform. That's a nice little editor Perturbatio! Could you make it so that it's possible to see the value without clicking on an item? |
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I don't know about you guys, but I like to play games alot better if they are full screen, I don't know why. I just changed the Graphics to 800,600 and I liked it, except for acouple of misplaced things. |
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Could you make it so that it's possible to see the value without clicking on an item? I'll see what I can do. *edit* Done http://www.perturbatio.com/files/LevelEditor.zip |
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Updated Level 7: Should be more sane to play. ;) Data 7 ; the level number Data "Warning: Predators!" ; the level name Data 2010 ; the level seed Data 3500 ; the level height Data 0.2 ; Initial scrollspeed Data 3 ; Monster random number (lower = more monsters) Data 3 ; Monster types .... Data 1 ; Coin random number (lower = more coins) Data 10 ; Diamond random number (lower = more diamonds) Data 250 ; Rock random number (lower = more rocks) Data 32 ; Number of platforms Data 15 Data 0.5 Data 17500 ; Treasure Chest Value |
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Editor updated again, nodes now update properly when typing. |
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This is great fun, keep it up :) |
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After a few levels there was one level where everything suddenly went a lot faster, and I lost all my remaining lives in 10 seconds! It's a great game though. I read something about shooting in this thread but to me it seems you don't need to add it, it might overcomplicate things. |
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Yeah, the levels need sorted into order of difficulty and perhaps tweaked a little in some cases. The shooting was disabled a few days ago, it might make a re-appearance if MP ever gets implemented. |
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A couple of bug fixes (my bugs :o/) Added Todd's level changes. JumpAround.bb levels.xml YAN |
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Well looks like Jump Around has finally died... 2 Days and no posts. I think it went rather well though, congratulation to everyone who has contributed to this and everyone who has learnt from this. As an experiment everyone who has contributed can you try and work out how much time you think you've spend on JumpAround and post it up, I think it will be interesting to see how many man hours it took to create this. Anyway, to the future... Who's going to come up with the next code snippet to grow into a little game? |
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Maybe it's just sleeping :) I'd guess that I spent approximately 5-6 hours total working on it. |
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All I did was write up a quicky story for the game and wrote the first pass code for displaying that story. I spent maybe an hour total. If you count the time I've spent playing the game as "playtesting," add another 4 or 5 hours. |
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I probably spent 10-12 hours on it, mostly just keeping up with what was added :) It was fun, so thanks to everyone for playing along and contributing! |
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I still believe that this game has massive potential;) Just add some new platforms, and more levels! I was saddened when I beat all the levels;) Well, good work guys! |
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Very nice, and very addictive... good idea, Rob -- nice to see Blitzers banding together on a project like that! |
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Hey, don't let the predators scare ya away! :P If I had more time, no doubt, I would try to contribute more to it. The predator code took me a bit less than an hour for coding and tweeking. :) Very nice work guys. Hope to see more added to it! |
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Hey guys! I've decided to contribute some stuff, In the game, I've added a new platform type (solid), which is a platform you cannot jump through, I've also made level 8 which introduces these blocks. Along with that, I've changed a characteristic of the kamikaze monster so that they move in your direction. Also, I've allowed the level to stop scrolling when the chest is in view. The download can be found here |
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cough* |
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Neato bandito! Updated with Starfox's additions! |
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Nice additions starfox! The solid blocks rulez... :] |
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thanks:) |
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Added some different tiles for the metal/solid platforms :) |
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Need to remove the two DebugLog statements from the end of the GetXMLLevel function as it causes a crash when you reach the last level. |
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I've just uploaded a new levels.xml, it includes some new levels. Download level.xml Fredborg?;) |
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Neat game! I'd love to add to this, although I'm not sure I'll have time, so I'll throw a few thoughts in. Feel free to ignore me though... 1) First up a typo! to, not To in the line below TextArray(12,4) = "ability To jump! With this new ability, Bop was able to finally end" 2) I like the mouse control (but not the target icon, sorry Yavin!). However, I do think it's a very different game using the mouse, much faster, and also much easier I think. It's probably why Yavin's got the high score...so I'm not sure that the two can co-exist. Having said that, if I were releasing this as shareware, I'd *definitely* go for the mouse, as it is much more accessible. Discuss... 3) If you want to make a 'complete' game of this, it needs some (game) structure. You can't really have many more levels using the same graphics set. I've been thinking about this at work today (productive as ever!) and I'd like to suggest the following idea - feel free to rip it apart - or even tell me you just want to keep it simple. The Blips live underground. They've been forced to live there by the evil whatevers. We start the game bouncing up from underground to get to the surface. This allows for some very basic levels (5?) introducing each game concept one at a time - for example: 1) Just jump to a height on a fixed screen 2) Some coins 3) Some coins and scrolling 4) some coins, scrolling, monsters 5) some coins, scrolling, monsters and rocks Get to the surface and you have a boss to defeat, and you gain access to the next stage. Once you've completed all levels in a stage and beaten a boss in one go, you get to restart the game from the new stage instead of having to do it from scratch. Possible stages after underground: Trees, Sky, Space This allows for new and varied graphics sets, monsters, and possibly new gameplay elements. It also allows for a bit more story (as if it's needed!), and boss levels. (I also have thoughts on bonus levels, etc, but let's get the basics first!) 4) As ever, some comments wouldn't go amiss! For one, anyone new to the project (like me) is lost. And I know what I'm doing! Comments will help us as a community build a better game by understanding what each other are up to, and enabling more people to contribute. Also, I'd suggest that ultimately this is an excellent example Blitz game that should be used to publicise Blitz, and as such, the code should be accessible. Right! Now I'm off to fathom out some small part of the code in order to actually contribute something! Mark Tiffs |
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Heh, I thought I corrected all the capitalization when I wrote the intro story, but I guess I missed one. Normally the way the IDE automatically capitalizes keywords is helpful, but it was pretty annoying that every For, And, To, etc. in the story got capitalized while I was putting it into the code. I think the mouse controls should stay in because they are pretty good, but I cannot play that way. I can't even beat the first level using the mouse, whereas the keyboard controls work for me. |
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Wow, awesome game! It's kinda like Orbz but in 2D with enemies and a place to go. |
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Can I contribute some cheese? |
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I think there's always a cheese requirement. |
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Surely it depends on the type of cheese? |
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Cheese with holes in it. |
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I played this game recently, and it was fun!! Someone should continue with this, I think it has a major potential. |
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feel free to add to it. |
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Good work man. i'm addicted :) |
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So, first very very nice and fun game =) I got bugs with showing the green player images and in my opinion the crosshair is too big. So i painted new crosshairs and i painted a new Characterbw.png. ok - i only coded a little thing and deleted three functions: ... Row 203: Global character = LoadAnimImage("images/Characterbw.png",16,16,0,11*5) ... so now you can delete three functions: function createcharacter function getr function writegb these function aren't needed anymore. Well it's alot fun to play =) |
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The reason for those functions and the bw graphic was that you can create a player in any colour for future multiplayer support. |
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Ok i get it, any idea why i get bugs with showing the player ? You get bugs showing the player too ? |
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I get no bugs at all. BTW I translated Jump Around to serbian language and gave it to a bunch of friends to play. Some loved it some didnt get it :) And of course i kept the credits and intro screen, and didnt add my name. Also just translated the JUMP AROUND graphic. What the heck were those asian letters doing there anyway? :) |
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I modified "GetHiscore" in case there is a connection but no reply (a.k.a. a 5 second connection timeout): If Not stream NetConnect = 0 Else NetConnect = 1 WriteLine stream,"GET "+"/jumparound/getscore.php HTTP/1.0" WriteLine stream,"HOST: "+"www.malice.at" WriteLine stream,"" netstarttime=MilliSecs() Repeat tmpscore$ = ReadLine$(stream) DebugLog "> " + tmpscore$ If MilliSecs() - netstarttime > 5000 Then NetConnect = 0 Until Instr(tmpscore$, "<>") > 0 CloseTCPStream stream EndIf |