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 My Project, Dungeon the game
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What did you think?
(No ending time set)
Good
0%
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Excellent
0%
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So So
100%
 100%  [ 2 ]
Not so great
0%
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HORRIBLE!
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Total Votes : 2

Author Message
blindy




PostPosted: Mon Jan 30, 2006 11:58 pm   Post subject: My Project, Dungeon the game

Alright i did a basic text based game and used graphics from rpg maker... I've included source codes in multiple files, all sounds and images aswell. feel free to use any since im done with it, aslong as you dont use it as ur own. Using the normal RPG system found in old rpg games. I was able to get a Menu screen working if you hit the escape menu aswell. A storyline is included, small but included lol, have fun

http://www.tnt.3brew.com/dungeon.zip

4MB so lol, upload quota is 2 mb.

Help: Hit q to activate a type mode. in the type mode you type a certain command to activate a switch. such as /lookwater which is on the 1st screen up.

Spoliers: 1st screen north: /lookwater /pickupkey
all rooms in the fort type /pickupdocs



Dungeon.zip
 Description:
The game, same as the one online at http://www.tnt.3brew.com/dungeon.zip

Download
 Filename:  Dungeon.zip
 Filesize:  4.04 MB
 Downloaded:  1963 Time(s)

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Tony




PostPosted: Tue Jan 31, 2006 1:47 am   Post subject: (No subject)

upped upload, you should be able to upload now
Latest from compsci.ca/blog: Tony's programming blog. DWITE - a programming contest.
Delos




PostPosted: Tue Jan 31, 2006 11:12 am   Post subject: (No subject)

Hmm...this looks interesting. I've tried to figure out how to use it, but alas without success. How about a few simple instructions?

Some bugs
- Tutorial mode does not work
- After one returns from the menu, screen does not refresh
- Input is very prone to crashes (Ctrl+Z!)
- Your animation system is a little - uh - extraneous. Having a file for every frame is not a good thing, as the size of this indicates. You'd be better off using base objects and animating them individually (for instance, if you were to shoot a bullet, don't have a seperate pic for every frame; simply have a single bullet whose pos'n could be changed to give the same effect).
- Using Turing GUI is never a good idea - bulks up your file size unnecassarily. Create your own GUI if you need to use it. It's not that difficult really!

Once I get a better feel for this, you might get some bits your way.
blindy




PostPosted: Tue Jan 31, 2006 11:58 am   Post subject: (No subject)

yea i knew the tutorial mode didnt work much if at all lol. Since it was a quick thing for school *1 week - week and a half* thats all i had finished, and probably gonna atleast clean it up so thinks look much better.
Shyfire




PostPosted: Tue Jan 31, 2006 12:00 pm   Post subject: (No subject)

not 2 bad, i like the way u did this good job

keep up the good work

+ 20 bits
MysticVegeta




PostPosted: Fri Feb 03, 2006 10:17 am   Post subject: (No subject)

Delos wrote:

- Input is very prone to crashes (Ctrl+Z!)


lol you try that input in vevery game dont you?
Delos




PostPosted: Fri Feb 03, 2006 12:30 pm   Post subject: (No subject)

Gotta cover the basics Mystic. I typically try these things:
- for int inputs, attempt a string input
- for any input, attempt a blank input
- Ctrl+Z
- if I'm feeling particularly swarthy, I'll try a +255 char input

There are a couple of other, situation based ones I also implement. If it crashes on one of the earlier ones, I usually won't bother trying the latters...
[Gandalf]




PostPosted: Fri Feb 03, 2006 8:36 pm   Post subject: (No subject)

Delos wrote:
- Ctrl+Z

But... Isn't Ctrl+Z supposed to cause an interruption in the program? Otherwise, for a text based game input validation is extremely important.
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