Jet Posted September 9, 2002 Share Posted September 9, 2002 you wrote;I started off in GW-BASIC around 1987. I got Microsoft QuickBasic Extended 7.0 in 1989. Somewhere in this time I messed with C Robots a bit. In 1994 I started programming in assembly language using A86. I think my first HTML was in '95 or '96. Did some Pirch PIL scripting around here. In 1997 I started messing with 6502 and Atari 5200 programming. A coworker got me interested in esoteric languages in 1999, so I messed with BrainF***, and wrote Numberix in early 2000. I took a C class and also started working on a BF Basic compiler. Also took an ASM class so I became familiar with TASM. Wrote Hanoi Love and Spaghetti in 2001. As far as VB, I've written a few programs with it since 1999, enough to get kinda familar with it. Right now I'm working on 5200BAS and a couple games, and am taking a Data Structures course that is making me remember C again [/qutoe] hi Calamari, You have a long background in coding Calamari, I didn't know you were The one that wrote those game! Have you ever tried any 3D stuff? Or Would you ever be interested in that? The code structure looks like this; /////////////////////////////////////////////////////////////////////////////////// // Yari actor main wdl //////////////////////////////////////////////////////////////////////////// // Files to over-ride: // * logodark.bmp - the engine logo, include your game title // * horizon.pcx - A horizon map displayed over the sky and cloud maps //////////////////////////////////////////////////////////////////////////// // The PATH keyword gives directories where game files can be found, // relative to the level directory path "F:A5_Enginetemplate"; // Path to WDL templates subdirectory //////////////////////////////////////////////////////////////////////////// // The INCLUDE keyword can be used to include further WDL files, // like those in the TEMPLATE subdirectory, with prefabricated actions include <movement.wdl>; include <messages.wdl>; include <menu.wdl>; // must be inserted before doors and weapons include <particle.wdl>; // remove when you need no particles include <doors.wdl>; // remove when you need no doors include <actors.wdl>; // remove when you need no actors include <weapons.wdl>; // remove when you need no weapons include <war.wdl>; // remove when you need no fighting //include <venture.wdl>; // include when doing an adventure include <lflare.wdl>; // remove when you need no lens flares //////////////////////////////////////////////////////////////////////////// // The engine starts in the resolution given by the follwing vars. var video_mode = 8; // screen size 6=640x480, 8=1024x768 var video_depth = 16; // 16 bit colour d3d mode ///////////////////////////////////////////////////////////////// // Strings and filenames // change this string to your own starting mission message. string mission_str = "Fight your way through the level. Press [F1] for help"; string level_str = <Yari.WMB>; // give file names in angular brackets ///////////////////////////////////////////////////////////////// // define a splash screen with the required A4/A5 logo bmap splashmap = <logodark.pcx>; // the default logo in templates panel splashscreen { bmap = splashmap; flags = refresh,d3d; } //////////////////////////////////////////////////////////////////////////// // The following script controls the sky sky horizon_sky { // A backdrop texture's horizontal size must be a power of 2; // the vertical size does not matter type = <background1.bmp>; tilt = -10; flags = scene,overlay,visible; layer = 3; } ///////////////////////////////////////////////////////////////// // The main() function is started at game start function main() { // set some common flags and variables // warn_level = 2; // announce bad texture sizes and bad wdl code tex_share = on; // map entities share their textures // center the splash screen for non-640x480 resolutions, and display it splashscreen.pos_x = (screen_size.x - bmap_width(splashmap))/2; splashscreen.pos_y = (screen_size.y - bmap_height(splashmap))/2; splashscreen.visible = on; // wait 3 frames (for triple buffering) until it is flipped to the foreground wait(3); // now load the level level_load(level_str); // freeze the game freeze_mode = 1; // wait the required second, then switch the splashscreen off. sleep(1); splashscreen.visible = off; bmap_purge(splashmap); // remove splashscreen from video memory // load some global variables, like sound volume load_status(); // display the initial message msg_show(mission_str,10); // initialize lens flares when edition supports flares ifdef CAPS_FLARE; lensflare_start(); endif; // use the new 3rd person camera move_view_cap = 1; // un-freeze the game freeze_mode = 0; // client_move(); // for a possible multiplayer game // call further functions here... } ///////////////////////////////////////////////////////////////// // The following definitions are for the pro edition window composer // to define the start and exit window of the application. WINDOW WINSTART { TITLE "3D GameStudio"; SIZE 480,320; MODE IMAGE; //STANDARD; BG_COLOR RGB(240,240,240); FRAME FTYP1,0,0,480,320; // BUTTON BUTTON_START,SYS_DEFAULT,"Start",400,288,72,24; BUTTON BUTTON_QUIT,SYS_DEFAULT,"Abort",400,288,72,24; TEXT_STDOUT "Arial",RGB(0,0,0),10,10,460,280; } /* no exit window at all.. WINDOW WINEND { TITLE "Finished"; SIZE 540,320; MODE STANDARD; BG_COLOR RGB(0,0,0); TEXT_STDOUT "",RGB(255,40,40),10,20,520,270; SET FONT "",RGB(0,255,255); TEXT "Any key to exit",10,270; }*/ ///////////////////////////////////////////////////////////////// //INCLUDE <debug.wdl>; //==============================================================* //view select var person_3rd = 0.5; // 3d person if you have an intrest in coding 3D games let me know always, Jet~ Quote Link to comment Share on other sites More sharing options...
Jet Posted September 9, 2002 Author Share Posted September 9, 2002 got your letter Calamari~ Check your PM always, Jet~ Quote Link to comment Share on other sites More sharing options...
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