Recent posts

#91
Worklogs / Re: Dungeon Crawler WIP
Last post by Alienhead - March 10, 2024, 14:35:13
Excellent ! I love DC's...  As matter of fact, I can't get enough of them. I think I've played about all the ones on the market since the genre's birth :) did a game jam on DC last year, best project I ever worked on.

Keep it up! This looks damned interesting.
#92
Worklogs / Dungeon Crawler WIP
Last post by iWasAdam - March 10, 2024, 14:06:52
Here's what I'm working on currently. It's a dungeon crawler based on Lovecraftian concepts, called 'Bleak Harbor'


Here's a shot of the wooded area looking out to sea...
#93
General Discussion / Re: Mark Sibly is returning to...
Last post by Baggey - March 10, 2024, 12:50:18
I hope it has an IDEal type enviroment where colors etc can be changed or a Good adjustable Dark Theme. I feel like stabbing my eyes out when forced to look at a Light screen for hours. :-X

A Function collapser would be good and lining up. If then, else if, else, nest's. Another good add on would be to Rem or marker for your code. So it comes up like a function where you can click it and go directly to the code. A bit like a Book Marker.

I cant help but wonder Blitz3D. Why not improve BlitzMAxNG? But then again if Blitz3D ends up being better for what ever reasons. It wouldn't be to difficult to learn coming from BlitzMax.

Kind Regards Bagey
#94
Showcase / Re: Amoriax - tactical game ba...
Last post by mainsworthy - March 10, 2024, 12:42:51
Quote from: zxretrosoft on March 09, 2024, 15:22:47Thank you very much, my friends!
Yes, I'm still tweaking the AI, I'm sure it will play better with time.

Anyway, try the PC desktop version. The browser version is less intelligent (because the hosting is slow).

Thank you!!


Hi, I dont know if you want any help on A.I. but I will say because I have done lots with simular games to yours. 

first you make a list of all moves possible, then go through list one at a time and make a list for all enemy moves in responce to your move. you do this to about 4 deep, but 6 is better. when you drill down to final layer your score the board for how many good things you have. then next move etc... you then play the move with highest prodicted score. also when your making moves if any score is below your current best then ignore that part of the tree, this is prunig.

hope this helps.
#95
General Discussion / Re: Debugging
Last post by Pakz - March 10, 2024, 10:42:07
I was logging scripts that were generated to recreate font characters in a Genetic Algorithm OCR kind of tool. I was suprised there were really a lot of corrupt scripts in there. I should have checked earlier.

I really need to brush up on my debugging skills. Staring narrowly at the code really is not always the best way to go.
#96
General Discussion / Re: Debugging
Last post by Baggey - March 10, 2024, 09:42:59
QuoteThings like variables were stored in time. So I could find my way around.

Yeah, I have found some flag operations popped up differently at certain times. That have needed to be brushed up. And TCycle timing checked against interrupts must occur at the write time. 

This can have devastating effects to the Raster or screen causing corruption etc. Sound especially is unforgiving.

In the UK they've had a national scandal with the Post Office computer system. Which has destroyed many peoples lives and even ended in imprisonment.

Lucky enough for my problems i may get some characters going the wrong way or a spaceship falling of the screen! :-\

Baggey
#97
General Discussion / Re: Debugging
Last post by Pakz - March 10, 2024, 09:27:11
A couple of projects ago. I just created a replay mode. I started recording my game. Then when a bug popped up I could replay that section where it happened and study and try to fix it from there.

Things like variables were stored in time. So I could find my way around.
#98
General Discussion / Debugging
Last post by Baggey - March 10, 2024, 09:09:12
Im not sure how the proffesionals do it. But i have a few re-writes of my emulators and different z80.Cores.

Some work and some dont. Some games work in one but not in the other.

Ive been pondering on how to fix the problems. When you have over a thousand lines of code several modules and thousand instructions. The only way i know is to single step!? ???  But when your problem dosent happen until a certain level or a special situation. You may of had 1902801831998 instructions executed!

I know Blitzmax has something but i dont really know how to use it. :-[ So ive been writing my own debugger.

Its sort of a data logger of every Register/situation after one instruction is executed. and i check between two versions against each other.

I started using it yesterday and have already found some silly mistakes.

If anyone has experience of this. How do you go about it. ::)

Kind Regards Baggey
#99
SmallBASIC / Re: Restoring full phone scree...
Last post by om963 - March 10, 2024, 08:17:03
Haven't tested the GraphicsWindow, but the delay seems to do the trick. Thanks a lot!
#100
SmallBASIC / Re: Restoring full phone scree...
Last post by Pakz - March 10, 2024, 06:52:29
I asked that new LLM. Claude 3 Opus.

No idea if the output is helpful  :-\


Claude 3: 

Certainly! In Small Basic, you can use the `GraphicsWindow` object to manipulate the graphics window and restore the full screen after using the keypad.

Here's an example of how you can achieve this in Small Basic:

```small_basic
' Your code that uses the keypad goes here

' Save the current graphics window state
gw_width = GraphicsWindow.Width
gw_height = GraphicsWindow.Height
gw_title = GraphicsWindow.Title
gw_background = GraphicsWindow.BackgroundColor

' Clear the graphics window to remove the keypad
GraphicsWindow.Clear()

' Restore the graphics window state
GraphicsWindow.Width = gw_width
GraphicsWindow.Height = gw_height
GraphicsWindow.Title = gw_title
GraphicsWindow.BackgroundColor = gw_background

' Your code to redraw the screen content goes here
```

In this example:

1. After you have finished using the keypad, save the current state of the graphics window by storing the values of `GraphicsWindow.Width`, `GraphicsWindow.Height`, `GraphicsWindow.Title`, and `GraphicsWindow.BackgroundColor` in separate variables.

2. Clear the graphics window using `GraphicsWindow.Clear()` to remove the keypad.

3. Restore the graphics window state by setting the properties of `GraphicsWindow` back to their original values using the variables you saved earlier.

4. After restoring the graphics window state, you can redraw the screen content as needed.

By following these steps, you can effectively restore the full screen after using the keypad in Small Basic.

Note that this approach assumes that you have saved any necessary information or state before clearing the graphics window. If you need to redraw specific elements or content on the screen, you'll need to include the appropriate code to do so after restoring the graphics window state.