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A program i've just created.

Hi all,
i just finished the latestfew things on one of my programs. Pacman. I also created a level-editor for it, and 2 levels. So can you pleasepleasepleaseplease check it out??? I'm really glad i finished it, and i want to know if you like it. Well, the controls are a little bit strange, look for that in the readme file. Oooh, and if you think it's to fast or to slow, you just have to look for a delay-command, and change it to a speed you like more.
I hope you all like it.
Florian


URL:http://www.syntheticsoftware.cjb.net

Comments

  • : Hi all,
    : i just finished the latest few things on one
    : of my programs. Pacman. I also created a level-editor
    : for it, and 2 levels. So can you pleasepleasepleaseplease
    : check it out???
    : I'm really glad i finished it...

    Ok, I did check it out and here are things I've noticed:
    The level does look like from pacman, the graphic looks
    like from asteroids, source coments seam to be in Dutch,
    the game is moving slowly (no wonder with 5 second delay
    in main loop). There is no delay after level is complete
    or pacmen was cought! It took me a while to recognize
    what shapes are representing characters (the pacman seam
    to be a large circle, the ghosts seam to be tiny squares
    which are very dificult to follow unless you want to
    concetrate on one only).
    But...
    It's good that you made it so far. Don't give up and don't
    call it completed just yet. I suggest to get rid of >delay<
    as mean to control speed of your program. Till you get
    something more sophisticated, just use v_sync. This is very
    good and simple way to make the game run pretty much same
    on different PCs (monitor frame rates are much closer
    to each other than speed in MHz of differnt PCs).
    The keyboard control? In one of my postings you will find
    quite simple keyboard handler that works with any keys,
    plus there is no anoying BEEEEEEP after you hold the key
    down for a while. The characters should be easier to follow.
    Try making them solid for change and change their colors.
    Keep working and if you need some help don't hesitate to
    ask. Greetings,

    Iby

    PS: To make quick changes, try first putting some color.
    The simplest way is like this:

    procedure tekenspeler(x,y:integer);
    begin
    x:=(x*40-40)+20;
    y:=(y*40-40)+20;
    setcolor(14);
    circle(x,y,15);
    setcolor(15);
    end;
    {- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -}
    procedure tekenmuur(x,y:integer);
    begin
    x:=(x*40-40)+20;
    y:=(y*40-40)+20;
    setcolor(6);
    rectangle(x-20,y-20,x+20,y+20);
    setcolor(15);
    end;

    To make keyboard control little bit better, try replacing
    the loop in spelerrichtung:

    >>> if keypressed then toets:=readkey;

    with this:

    >>> while keypressed do toets:=readkey;

    This makes it a bit smoother (no 'memory' effect... ).






  • : : Hi all,
    : : i just finished the latest few things on one
    : : of my programs. Pacman. I also created a level-editor
    : : for it, and 2 levels. So can you pleasepleasepleaseplease
    : : check it out???
    : : I'm really glad i finished it...
    :
    : Ok, I did check it out and here are things I've noticed:
    : The level does look like from pacman, the graphic looks
    : like from asteroids, source coments seam to be in Dutch,
    : the game is moving slowly (no wonder with 5 second delay
    : in main loop). There is no delay after level is complete
    : or pacmen was cought! It took me a while to recognize
    : what shapes are representing characters (the pacman seam
    : to be a large circle, the ghosts seam to be tiny squares
    : which are very dificult to follow unless you want to
    : concetrate on one only).
    : But...
    : It's good that you made it so far. Don't give up and don't
    : call it completed just yet. I suggest to get rid of >delay<
    : as mean to control speed of your program. Till you get
    : something more sophisticated, just use v_sync. This is very
    : good and simple way to make the game run pretty much same
    : on different PCs (monitor frame rates are much closer
    : to each other than speed in MHz of differnt PCs).
    : The keyboard control? In one of my postings you will find
    : quite simple keyboard handler that works with any keys,
    : plus there is no anoying BEEEEEEP after you hold the key
    : down for a while. The characters should be easier to follow.
    : Try making them solid for change and change their colors.
    : Keep working and if you need some help don't hesitate to
    : ask. Greetings,
    :
    : Iby
    :
    : PS: To make quick changes, try first putting some color.
    : The simplest way is like this:
    :
    : procedure tekenspeler(x,y:integer);
    : begin
    : x:=(x*40-40)+20;
    : y:=(y*40-40)+20;
    : setcolor(14);
    : circle(x,y,15);
    : setcolor(15);
    : end;
    : {- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -}
    : procedure tekenmuur(x,y:integer);
    : begin
    : x:=(x*40-40)+20;
    : y:=(y*40-40)+20;
    : setcolor(6);
    : rectangle(x-20,y-20,x+20,y+20);
    : setcolor(15);
    : end;
    :
    : To make keyboard control little bit better, try replacing
    : the loop in spelerrichtung:
    :
    : >>> if keypressed then toets:=readkey;
    :
    : with this:
    :
    : >>> while keypressed do toets:=readkey;
    :
    : This makes it a bit smoother (no 'memory' effect... ).
    :
    :
    :
    :
    :
    Thanx for checking it out. And you're right, it is Dutch. Well, i'll work on those things.
    Florian



  • : : : Hi all,
    : : : i just finished the latest few things on one
    : : : of my programs. Pacman. I also created a level-editor
    : : : for it, and 2 levels. So can you pleasepleasepleaseplease
    : : : check it out???
    : : : I'm really glad i finished it...
    : :
    : : Ok, I did check it out and here are things I've noticed:
    : : The level does look like from pacman, the graphic looks
    : : like from asteroids, source coments seam to be in Dutch,
    : : the game is moving slowly (no wonder with 5 second delay
    : : in main loop). There is no delay after level is complete
    : : or pacmen was cought! It took me a while to recognize
    : : what shapes are representing characters (the pacman seam
    : : to be a large circle, the ghosts seam to be tiny squares
    : : which are very dificult to follow unless you want to
    : : concetrate on one only).
    : : But...
    : : It's good that you made it so far. Don't give up and don't
    : : call it completed just yet. I suggest to get rid of >delay<
    : : as mean to control speed of your program. Till you get
    : : something more sophisticated, just use v_sync. This is very
    : : good and simple way to make the game run pretty much same
    : : on different PCs (monitor frame rates are much closer
    : : to each other than speed in MHz of differnt PCs).
    : : The keyboard control? In one of my postings you will find
    : : quite simple keyboard handler that works with any keys,
    : : plus there is no anoying BEEEEEEP after you hold the key
    : : down for a while. The characters should be easier to follow.
    : : Try making them solid for change and change their colors.
    : : Keep working and if you need some help don't hesitate to
    : : ask. Greetings,
    : :
    : : Iby
    : :
    : : PS: To make quick changes, try first putting some color.
    : : The simplest way is like this:
    : :
    : : procedure tekenspeler(x,y:integer);
    : : begin
    : : x:=(x*40-40)+20;
    : : y:=(y*40-40)+20;
    : : setcolor(14);
    : : circle(x,y,15);
    : : setcolor(15);
    : : end;
    : : {- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -}
    : : procedure tekenmuur(x,y:integer);
    : : begin
    : : x:=(x*40-40)+20;
    : : y:=(y*40-40)+20;
    : : setcolor(6);
    : : rectangle(x-20,y-20,x+20,y+20);
    : : setcolor(15);
    : : end;
    : :
    : : To make keyboard control little bit better, try replacing
    : : the loop in spelerrichtung:
    : :
    : : >>> if keypressed then toets:=readkey;
    : :
    : : with this:
    : :
    : : >>> while keypressed do toets:=readkey;
    : :
    : : This makes it a bit smoother (no 'memory' effect... ).
    : :
    : :
    : :
    : :
    : :
    : Thanx for checking it out. And you're right, it is Dutch. Well, i'll work on those things.
    : Florian
    :
    :
    :

    To change direction of pacman, you only have to push once on one of the controls.
    But i have another question: Did it run good,or did you have to do some things before it worked??? Because it doesn't work at me now, and i thinks it's some kind of bug in my TP version, but i'm not sure.
    Florian


  • : To change direction of pacman, you only have to push once on one of the controls.

    True, it's still like that, but before i changed loop
    to WHILE, program was remembering sequence
    (up, left, up, up, right...) and it would execute it
    one step after another...
    That's not good, because changing direction from
    keyboard is MUCH faster than pacman would respond.
    If you change your mind and make another move, pacman
    would still folow the WHOLE sequence (even unwanted
    moves).

    : But i have another question: Did it run good,or did you have to do some things before it worked??? Because it doesn't work at me now, and i thinks it's some kind of bug in my TP version, but i'm not sure.
    : Florian

    Only things I changed are:

    - change path to EGAVGA.BGI
    - put some color
    - remove "delay(5000);" and put "for i:=1 to 25 do v_sync;"
    - put delay before game started and after gameover.

    Iby



  • : : To change direction of pacman, you only have to push once on one of the controls.
    :
    : True, it's still like that, but before i changed loop
    : to WHILE, program was remembering sequence
    : (up, left, up, up, right...) and it would execute it
    : one step after another...
    : That's not good, because changing direction from
    : keyboard is MUCH faster than pacman would respond.
    : If you change your mind and make another move, pacman
    : would still folow the WHOLE sequence (even unwanted
    : moves).
    :
    Well, actually, that was just the way i wanted it. To go up until it would crash into a wall or you'll push another button.


    : : But i have another question: Did it run good,or did you have to do some things before it worked??? Because it doesn't work at me now, and i thinks it's some kind of bug in my TP version, but i'm not sure.
    : : Florian
    :
    : Only things I changed are:
    :
    : - change path to EGAVGA.BGI
    : - put some color
    : - remove "delay(5000);" and put "for i:=1 to 25 do v_sync;"
    : - put delay before game started and after gameover.
    :
    : Iby
    :
    :
    :
    Well, i guess i'll haveto go looking for another compiler or something.
    Homer

  • : Well, i guess i'll haveto go looking for another compiler or something.

    Maybe not, you can still do much with TP7 except it's only 16-bit so that's not good.

    Try clearing the keyboard buffer @ the right place and @ the right time, this may help you with the control (if you haven't already fixed it).

    Hope this can help =)
    Phazxero

  • : : Well, i guess i'll haveto go looking for another compiler or something.
    :
    : Maybe not, you can still do much with TP7 except it's only 16-bit so that's not good.

    I mean that there is a bug or somethign in my version of TP7, the graphics don't work :(

    Florian

  • post your email, or email it 2 me and i'll email u my (working) tp7.. :)
    //Noam

  • : post your email, or email it 2 me and i'll email u my (working) tp7.. :)
    : //Noam
    :
    Well, i already posted that in my first post, but here is it again, because a human can't see all, right?? ;p
    You can also send it trough ICQ: 59558339.
    fkluck2000@hotmail.com
    Andeh, thanx in advance,
    Florian

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