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Calamari~


Jet

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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~

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