SyntaxBomb - Indie Coders

General Category => Worklogs => Topic started by: 3DzForMe on September 13, 2019, 17:35:13

Title: The Wildest West
Post by: 3DzForMe on September 13, 2019, 17:35:13
Here it is, my worklog - well I tried to locate images of an arcade game from my grey matter from a holiday in Morecombe (I know - Rock n Roll right!) back in the early eighties. I need to confirm with my mum and dad what year we went there.

Anyway - could not find ANY images of my inspiration! This was EVEN before I got my ZX Spectrum.    :o

No spoilers - got a working executable and heres the code in all its glory:

Title: Re: The Wildest West
Post by: iWasAdam on September 14, 2019, 06:12:47
Hmm. I think the game you are referring to is 1977 "Boot Hill":

https://www.gamesdatabase.org/game/arcade/boot-hill (https://www.gamesdatabase.org/game/arcade/boot-hill)

(https://www.gamesdatabase.org/Media/SYSTEM/Arcade/Artwork_Preview/big/Boot_Hill_-_1977_-_Midway_Games.jpg)
Title: Re: The Wildest West
Post by: Derron on September 14, 2019, 11:11:13
I played a way cheaper/blockier looking variant on the "32 games" cartridge of my Atari 2600.


Bye
Ron
Title: Re: The Wildest West
Post by: Rick Nasher on September 14, 2019, 17:47:41
(https://i.pinimg.com/originals/4e/16/66/4e166641b046b4075d5d4cc6449b3c7c.png)
Title: Re: The Wildest West
Post by: 3DzForMe on September 14, 2019, 23:48:11
@Iwasadam, we'll done - thats the game, didn't realise it was in the 70s, wow.

The Atari game, proper retro! And it probably retailed at 30 quid!
Title: Re: The Wildest West
Post by: Derron on September 15, 2019, 06:42:49
@ Rick
Exactly this game.

bye
Ron
Title: Re: The Wildest West
Post by: 3DzForMe on September 15, 2019, 08:43:29
There s a small chance it was gunfight, although I suspect boot hills right on the money

http://widerscreen.fi/numerot/2015-1-2/upon-time-screen-wild-west-computer-video-games/

Looks like I could finish this one.....

Quotea two-player game does not require artificial intelligence, and moving two characters plus a few bullets onscreen is within the reach of any moderately seasoned programmer.
Title: Re: The Wildest West
Post by: Derron on September 15, 2019, 09:07:26
Do they say you do not need an AI player or that moving a figure up/down + shooting bullets does not require something you can call "AI" ?
Think you could nearly code the AI like a homing missile: it always tries to catch up with the "y" of the opponent - and if the bullet would hit the opponent it fires. Then just add some "tricks" (like pretending to move to somewhere or so).


bye
Ron
Title: Re: The Wildest West
Post by: 3DzForMe on September 16, 2019, 21:36:52
Cheers Derron - was thinking of doing boot hill with a twist - maybe more than one enemy - jeez, there I go getting all ambitious already ;)    :o

Even got a cactus on the go - much easier now I've a pimped out man cave  ;D

And... got drop box working happily to my surprise - thats my version of a tortoise SVN for now ;)
Title: Re: The Wildest West
Post by: 3DzForMe on September 17, 2019, 22:20:47
2 player keyboard interface page done. :)
Title: Re: The Wildest West
Post by: 3DzForMe on September 18, 2019, 06:57:21
Today's challenge,  will collision detection code fit on one page.......moreover how the hell does the syntax hang together?
Title: Re: The Wildest West
Post by: Xerra on September 18, 2019, 07:10:24
Are you going to have a tinker and try to put a basic AI opponent in the game? I would think it would make an ideal game for trying to do something like this as a learning exersize because there's very few rules for the computer player to react against. You could even have a smart and dumb version for a couple of game levels, I reckon.

If player is moving up then move up but slightly below his position so you don't walk straight into a bullet.

Same for going down.

If there's a player bullet on screen then work out how far it is away from you based on how many pixels it moves each game update. The smarter AI could react a bit quicker then the dumb AI here. Make one move up and one move down to avoid the bullet, for example, and it depends on the sprite size if and where they get short. Just in case you're looking at having a couple of shots to win the game unless it's a direct head shot.

Then again, first shot could always just shoot the opponents hat off, if they get the head. That would be really cool.
Title: Re: The Wildest West
Post by: Derron on September 18, 2019, 08:37:43
Also the AI should know about "shootable obstacles" - at least on the Atari you were able (and it was often required) to shoot through a waggon or cactus.


To enhance the game: add collectibles: like "bullets" which refill your gun instead of having a short refill timer blocking perma-fire. Or have "seeds" - collecting them lets a cactus grow in the middle lane ...
Then moving waggons might be interesting - or stuff like rolling tumbleweed?


And maybe even add boss levels: with more than 1 opponent - eg 1-2 static "red shirts" lurking around behind two kegs/barrels.


bye
Ron
Title: Re: The Wildest West
Post by: 3DzForMe on September 18, 2019, 11:40:12
Thanks for the extra suggestions,  all good stuff!
Title: Re: The Wildest West
Post by: 3DzForMe on September 18, 2019, 16:42:05
{And one dad knap later - my kids are 18 and 20 - but I still qualify - right?}

....So, come in from work - I've all sorts of crazy ideas about where to go with my 'western' - (Rockstar might have a competitor for their recent cowboy thing..... ;))

Spend half hour searching for some isometric thing I just new was somewhere - fog of tiredness overcame me. One snooze later..... Da Daaaaa :--

https://socoder.net/?Showcase=66453

:o :o :P  Happy Dayz.
Title: Re: The Wildest West
Post by: Xerra on September 18, 2019, 16:50:47
Derron has some good suggestions. Tumbleweed, cacti in random positions and have a wagon rolling up the screen for defensive opportunities every so often.

I'd also suggest having the option of a better gun if you make it through a few rounds (code unlock or save config, whatever). Bullet speed a bit quicker, bigger bang. Stuff like that.
Title: Re: The Wildest West
Post by: 3DzForMe on September 18, 2019, 18:03:21
I likes:

QuoteIf there's a player bullet on screen then work out how far it is away from you based on how many pixels it moves each game update. The smarter AI could react a bit quicker then the dumb AI here. Make one move up and one move down to avoid the bullet, for example, and it depends on the sprite size if and where they get short. Just in case you're looking at having a couple of shots to win the game unless it's a direct head shot.

Then again, first shot could always just shoot the opponents hat off, if they get the head. That would be really cool.

And I also likes:

QuoteTo enhance the game: add collectibles: like "bullets" which refill your gun instead of having a short refill timer blocking perma-fire. Or have "seeds" - collecting them lets a cactus grow in the middle lane ...
Then moving waggons might be interesting - or stuff like rolling tumbleweed?


And maybe even add boss levels: with more than 1 opponent - eg 1-2 static "red shirts" lurking around behind two kegs/barrels.

I've got major requirements creep going on - and this is my game so far ;)    :----

Obviously.... the cactus is further away than the horse and wagon ;)


:D :D :D ;D

Rockstar will be quaking in their boots - or maybe not.....




[EDIT}

Significant Challenges:

ALL (nigh on) my B3D work over the years is still on an old computer that died towards the final 36 hours of the last competition. It worked for a while and then..... died - again. Hope to resuscitate it before this weekend - but bloody hell, I so hate re-inventing the wheel when you've sussed numerous codeing hurdles in a particular language.

Wish me luck - will PC Doctor doctor up my PC ? ???

Title: Re: The Wildest West
Post by: Derron on September 18, 2019, 19:17:19
What does that alien thing do to the poor camel on the left?

... that's real programmer art at its finest ;)
Thanks for your honesty.


bye
Ron
Title: Re: The Wildest West
Post by: 3DzForMe on September 18, 2019, 20:20:38
Lol, cheers Ron, it's concept at its.....  Hazard I say, best?
Title: Re: The Wildest West
Post by: Rick Nasher on September 18, 2019, 21:25:47
Love conceptual art.

Gunfight was one of the very earliest games I've ever played *and* liked (never fancied pong that much) on my nephew's z81. He was from the back then considered more wealthy part of the family and was an early adopter of homecomputer tech.

Nostalgia:
https://www.youtube.com/watch?v=D3NPyg0dNW0

Later I played the Atari version, but was never as exiting as playing it with a bunch of kids on a birthday party, up in his room, lemonade and chips, parents downstairs having drinks, food and chatting, we batteling on the little critter with the very unstable memory expansion and immense loading times that make you go crazy for waiting so long and then playing slightly too enthusiastic on the already on the verge of cracking  membrane keyboard, causing the system to move slightly and  aiii!! a little too much for that sensitive expansion thing to hold onto the game... Aarrgh, have to start loading all over again! (and again and again..)  :))
Title: Re: The Wildest West
Post by: 3DzForMe on September 18, 2019, 21:37:52
Ahh, the ZX81, my mate 'loaned' me his when I was... 11 or 12, it was my first home coding experience.

Incredibly (I Live in Lincolnshire now) - when I was in my late thirties, camping with my young family in Scotland (nearly a decade ago) - I bumped into him in the computing book section of a large book store in Glasgow.

The ZX81 was a membrame tastic experience.

The video of your addictive version is still somewhat alluring - I can see I have my work (potentially) cut out here.... best not get too ambitious ;)
:D
Title: Re: The Wildest West
Post by: 3DzForMe on September 21, 2019, 05:52:44
Some good progress yesterday,

Today's challenge - get the collision detection working. I seemed to have reverted to using items co-ords in the past to achieve this goal - I'm hopeful I can use Blitz3D's native collision logic this time......

  Oh yeah - need to make player two's bullets shoot from ... where player two is ! :))   

[EDIT] Progress - players 2 bullets synch'd - now then - collision detection...........    ;D

Title: Re: The Wildest West
Post by: 3DzForMe on September 21, 2019, 08:43:57
Yeeeeessss!

Player 1 bullets now 'hitting' player 2 - well, player in the loosest sense of the world.

Note to self: If trying to use collision detection - helps to MoveEntity instead of PositionEntity.  ???

Title: Re: The Wildest West
Post by: Rick Nasher on September 21, 2019, 17:59:32
Don't want to over complicate things, but once you're done, you could try adding a multiplayer mode.
Title: Re: The Wildest West
Post by: 3DzForMe on September 22, 2019, 03:11:46
@Rick:

QuoteDon't want to over complicate things, but once you're done, you could try adding a multiplayer mode.

Already got the cogs whirring towards this - yesterday morning was spent getting bogged down in the nuances of the native Blitz3D collision code.

Got it working initially - as soon as tried to start discerning between three object types to allow for collision diffrentiation between P1 and P2 bullets - whoops there goes a couple of hours of head scratching - some bullets going straight thru - some not.

Anyhow - after a brief break for a couple of jogs - the solution became apparent - I bring you 3DzForMe proximity function:



;Basically passing in co-ords of interest for comparison between two objects

Function p2bulletsHit(p2x,p2y,b1x,b1y)

If b1x<=p2x+4: If b1x >=p2x: xclose=1
Else
xclose=0
EndIf
EndIf

If b1y<=p2y+4: If b1y >=p2y: yclose=1
Else
yclose=0
EndIf
EndIf

If xclose=1: If yclose=1: shot=1
Else
shot=0
EndIf
EndIf

Return shot

End Function





I think Xerra mentioned hats been blown off - also got ideas about this - sounds like a fun twist.
Title: Re: The Wildest West
Post by: 3DzForMe on September 22, 2019, 07:56:22
Cactus in ma desert ;)

Thanks to help from Jayenkai at Socoder  :D

Title: Re: The Wildest West
Post by: Steve Elliott on September 22, 2019, 08:21:33
Love the appropriately blocky cactus, but the sand needs to match the blockiness too (and less colours).
Title: Re: The Wildest West
Post by: 3DzForMe on September 22, 2019, 09:27:32
Cheers for the feedback Steve, improved the placeholders from Spheres, a bit more work required.

Obviously the cowboys don't have their hats on at the mo, cause the suns not up yet. Its a night fight!

Title: Re: The Wildest West
Post by: iWasAdam on September 22, 2019, 10:38:39
very nice faux pixel shader :)
Title: Re: The Wildest West
Post by: 3DzForMe on September 22, 2019, 22:06:57
Thanks - its down to JayEnKai's assistance from SoCoder - I needed a 'dad knap' to remember/recall where I'd seen some isometric wizardry, I spent an hour after being on earlies at work - but my dull headache informed me I needed a quick (hour long....) recharge - magically transforms .png s into beautiful isometric stuff. 3DzforMe - still from BRL's stable ;)
Title: Re: The Wildest West
Post by: 3DzForMe on September 25, 2019, 09:36:26
Took me over an hour to get my wagon moving, my powers of coding are weak these days.....

Now I see the cowboys also went left and right with variable gun pointing.....

To be fair - was getting my head around sprites kinda not being entities - no excuse for how I'd to go around the houses just to get the wagon going in

ONE direction and then THE OTHER. Jeez.   :o :-[ ;)


Also, my attention to details slipping - the Wagon should be shifted thru 90 degrees:

On the plus side though - I've just got to make my cacti 1 for 1 scale (like the dudes and the wagon) 8)

No.1 on to do list..... De-rez the sand.
2. Add sound, with a bam! For authenticity.




Title: Re: The Wildest West
Post by: 3DzForMe on September 26, 2019, 08:23:19
Really enjoying just creating Pixilart this morning - should really try and do some coding - after all its less than a month (gulp....)

Title: Re: The Wildest West
Post by: 3DzForMe on September 27, 2019, 18:05:14
Substantial progress today, however, old laptops decided not to turn on. Hmmm. Not great. Edit, hard drive ain't dead though, yay!
Title: Re: The Wildest West
Post by: 3DzForMe on September 28, 2019, 06:09:14
This morning I was hunting around on my son's W10 PC for good old MSPaint - I'd to settle for  Paint3D. Wow, if no ones tried this yet, it has some incredible functionality.

Screen grab of some more progress:

Title: Re: The Wildest West
Post by: Steve Elliott on September 28, 2019, 12:17:06
I like the characters, but the game now looks like Canon Fodder, they're so small in comparison to the huge wagon.
Title: Re: The Wildest West
Post by: 3DzForMe on September 28, 2019, 13:07:50
Yeah, that was my daughters first response to, and the way the placeholders move around, it's very akin to cf!

Progress:

First iteration of changing gun angle works - 2nd iteration is currently failing. >:D






Quotethey're so small in comparison to the huge wagon.
-  the wagon was high in the Y plane - another Father Ted comedy moment ;)



cannon fodder for the un-initiated - and no - my game will not be anything like this - imagine how much time.....


Jeez, now I've got the mechanics / engine of the game almost cracked - I've got huge requirements creep in the old imagination going on :-\






Good lord, my brain is melting, time to encourage the biological hardware reset - its Saturday night after all!

Much respect to the engineers back in the 70's who released this - jeez - I was 6!
Title: Re: The Wildest West
Post by: 3DzForMe on September 29, 2019, 13:13:12
Wagons still slightly larg-esque, its so heavy the wheels are sinking into the sand - which still needs DE-rezzing to pixelated land.

At least player1's bullets fly all over the shop and hit Player2 placeholder  ;D

Wanna taxture the bullets with either a 'brass finish' or a 'gold' finish - might add silver tipped bullets for the werewolves.....

Yeah, ok, maybe getting somewhat ambitious.

Was tempted to red-indians setting the wagon alight with arrows, however in this day and age some folks may find that representation of the past as unpalatable. I'm tempted to keep the red-indians out of it - what do people think?

Have been discussing the sound with my resident musician - this is the most fun I've had creating a project in a while. TheBigDarkAdventure ticked a small box for me, but this is pixel-shooter fun beyond compare. Another shout-out to JayEnKai for the ;D 'create 3D printed models from .jpg's' - bloody ace code if I say so myself ;)


This is the code to create a cowboy in Blitz3D from a 32x32 .png:-    (sorry some of the remarks refer to the wagon - tidied it up a bit to remove code that simply wasn't working....)

To use the following code in Blitz3D:

1. make a file called main.bb
2. do a graphics3D,800,600,32 statement
3.  do a while - wend loop
4. put a renderwoprld and an updateworld command in the loop
5. declare an array to hold the image:     'Global Player1Sprite[1024]    :  Dim P1_3IDs(1024): Global P1_3LastId=0: '
6. put the following code in a separate file and 'include' it.

Probably worst tutorial ever - but thats the meat of it. ^-^


img=LoadImage("./12cowleft1.png")

LockBuffer ImageBuffer(img)

pixel=CreateCube()
ScaleMesh pixel,0.5,0.5,0.5

; Spritesheet Info
SpriteWidth=12    ;my cactus is 32x32 pixels
SpriteHeight=12


SpritesX=ImageWidth(img)/SpriteWidth
SpritesY=ImageHeight(img)/SpriteHeight


For sy=0 To SpritesY-1
For sx=0 To SpritesX-1 ; For each sprite (8 x 8 spritesheet of 16x16 pixels
ID=(sy*SpritesX)+sx

;retain the ID of EVERY bit of the wagon so it can be moved elsewhere
P1_3IDs(sy)=ID

;save the Last WagonID number
P1_3LastId=SpritesY-1

Player1Sprite[ID]=CreateMesh()
For yL=0 To SpriteHeight
For xL=0 To SpriteWidth

cx#=Float(xL)-(Float(SpriteWidth)/2.0)
cy#=Float(yL)-(Float(SpriteHeight)/2.0)
cz=0

argb=ReadPixelFast((sx*SpriteWidth)+xL,(sy*SpriteHeight)+yL,ImageBuffer(img))

r=(argb And $00FF0000) Shr 16
g=(argb And $0000FF00) Shr 8
b=(argb And $000000FF)


If r>4 Or g>4 Or b>4 ; Assuming 0,0,0 = transparent
tbrush=CreateBrush(r,g,b)
PaintMesh pixel,tbrush
PositionMesh pixel,cx,cy,cz
AddMesh pixel,Player1Sprite[ID]
PositionMesh pixel,-cx,-cy,-cz
FreeBrush tbrush
EndIf
Next
Next

RotateEntity Player1Sprite[ID],180,90,0

MoveEntity Player1Sprite[ID],3*27,9,0

MoveEntity Player1Sprite[ID],-160,-20,60

UpdateNormals Player1Sprite[ID]

Next
Next

UnlockBuffer ImageBuffer(img)

FreeEntity pixel



Title: Re: The Wildest West
Post by: 3DzForMe on September 29, 2019, 16:31:09
I'm proud of my bullets - not quite the green representations of the old game I'm paying tribute to - however - I might invoke  artistic licence in the latter levels whereby the GREEN bullets make a re-appearance aka Green Lantern style. ;)
Title: Re: The Wildest West
Post by: RemiD on October 02, 2019, 22:00:40
curious to see what game you will manage to create (in 3d of course) ;D

if you need help with collision detection let me know... (ellipsoids and collidables or linepick and pickables should both work for bullets, but linepick and pickables is better when you plan to detect collisions with turning moving entities...)
Title: Re: The Wildest West
Post by: 3DzForMe on October 03, 2019, 15:33:18
@RemiD - thanks for the offer of help with linepicks and stuff.

For the time being, my x,y and z comparison with target entities seems to be working quite well.

Also - this would work well for shooting the guys hat of - which involves work which I may not have time for, nevertheless it intrigues me.

Working on 19 levels - trying to adopt some procedural level generation -  so many ideas - so little time!

;D

The new level code needs a little more work....


Title: Re: The Wildest West
Post by: 3DzForMe on October 05, 2019, 03:29:57
levels code is getting there....

Title: Re: The Wildest West
Post by: therevills on October 05, 2019, 03:44:01
Cool! I remember a 10 liner on the Amstrad which had a shoot out cowboy game where if you hit the cactus the bullet would change direction by 90 degrees! Real physics I tell 'ya!
Title: Re: The Wildest West
Post by: 3DzForMe on October 05, 2019, 13:34:42
Quote from: therevills on October 05, 2019, 03:44:01
Cool! I remember a 10 liner on the Amstrad which had a shot out cowboy game where if you hit the cactus the bullet would change direction by 90 degrees! Real physics I tell 'ya!

Intriguing - I might give that some thought! ;D
Title: Re: The Wildest West
Post by: 3DzForMe on October 06, 2019, 04:59:05
Jeez, it 'should' be straight forward to invoke the multiple sprites for Player2 - not so....... :-[

Share of the day - wish I'd found the output window sooner.....
Title: Re: The Wildest West
Post by: 3DzForMe on October 06, 2019, 05:50:09
thatll do for now.....


Title: Re: The Wildest West
Post by: MrmediamanX on October 06, 2019, 12:02:35
nicely done,it's a shame I can't enter this comp due to prior situations but i'll be around for the next one.
Title: Re: The Wildest West
Post by: 3DzForMe on October 06, 2019, 19:42:44
@MemediaManX:

Quotenicely done,it's a shame I can't enter this comp due to prior situations but i'll be around for the next one.

Thanks, I'm having all sorts of blooming requirements creep now - I'm even struggling to come to a decision about how to invoke the controls / aiming.

considering making the aiming option viable at later levels - with just the old straight 6 shooter for the first five levels. Might put the 'year' at the top right to signify how fast the bullets can reliably fly.

Not even started on the AI yet - I need a dev team  ;)

Current controls for P1:

I used to have code in BLitz3D on 2 PC's ago that reliably allowed use of a PC gamepad - tempted to try and work in stuff for a 'joystick' - but I think two player action might just have to involve crowding around the keyboard old school style.

Decided on the leveling 'up' being time dependent for the AI model. As for 2 player - am inclined to go for maybe 9 lives each.......   jury's out on that one.



Title: Re: The Wildest West
Post by: 3DzForMe on October 12, 2019, 21:26:05
Initial stab at 'walking' trousers..... thought - not too bad - might need to scale them down a bit!

On the bright side - had a great idea about how to invoke some AI.
Title: Re: The Wildest West
Post by: Qube on October 13, 2019, 06:41:54
Interesting style to mix chunky pixel billboards with shaper resolution graphics. Look forward to seeing it in action :)
Title: Re: The Wildest West
Post by: 3DzForMe on October 13, 2019, 08:02:56
Quote from: Qube on October 13, 2019, 06:41:54
Interesting style to mix chunky pixel billboards with shaper resolution graphics. Look forward to seeing it in action :)

Yeah, me too - ideally pre-deadline - beginning to get a feeling I may have two releases - the deadline one and then a polished one with bells and whistles.... ;)

Anyways - onto the AI ;)
Title: Re: The Wildest West
Post by: Xerra on October 13, 2019, 09:20:43
We best have the first headshot taking the hats off or I'll be right grumpy  :P
Title: Re: The Wildest West
Post by: 3DzForMe on October 14, 2019, 08:15:29
A headshot will result in deathness, although a hat shot, well I've something in mind.....  :o
Title: Re: The Wildest West
Post by: 3DzForMe on October 14, 2019, 23:01:49
Variable hatness in.....hmm the clock marches forwards. :-X
Title: Re: The Wildest West
Post by: 3DzForMe on October 16, 2019, 04:53:31
Quote
Re: The Wildest West
« Reply #10 on: September 18, 2019, 06:57:21 AM »
QuoteModify
Today's challenge,  will collision detection code fit on one page.......moreover how the hell does the syntax hang together?


My main.bb is now up to 1952 lines...... wow. And the cowboys hat falling off logic isn't quite there yet.... Actually, hitting the hat logic isn't even there yet ;) ???
Title: Re: The Wildest West
Post by: 3DzForMe on October 17, 2019, 23:16:00
Excited to announce hat gets 'holed' then the hat place holder flys to the ground. I know, baby steps, Boot Hill for this decade  :o
Title: Re: The Wildest West
Post by: 3DzForMe on October 19, 2019, 01:54:04
Two days.... Actually 1.9 ISH 1.04 ish, bugger.    :-\

Oh well, too dos:

1. Make P2 look less like has snow around him. [60%]
2. Calibrate bullets hit areas [69%]
3. AI for 2 player [19 %]
4. Music, increasing in tempo with levels [3% - still in discussion with resident musician about renumeration]
5. Menus [12%] - incorporated much deserved credit to Jayenkai  :D
6. Joypad controls. [60%]
7. Joystick control.  [0 %]    -   Can you actually have a joypad AND a joystick connected - bridge too far me thinks. Unless - I can squirt this in during bug fix week - hardly 'changing' functionality. Still VERY dubious Blitz3D will permit two separate USB esque things connected. Anyway, my AI is still in fag packet mode.
8. Figure why pixel 'bleed' on hi rez.[suspecting laptop gfx card issue - not a huge concern, but compromises display]

Simples, right?
Title: Re: The Wildest West
Post by: 3DzForMe on October 19, 2019, 08:23:50
Okay time for a break - what do I do to chill out when the following is confounding me:



;191019: Make player2 gun move                                               

;WTF won't player twos bullets x start equal player 2 x blah !!!!!!!!!!!!!!!




Yes, I know, I don't know how I've got the wildest west trhis far either. :-\

Still got to de-rez the blooming sand (note to self - do first post a break)
Title: Re: The Wildest West
Post by: 3DzForMe on October 19, 2019, 15:29:59
See if I can find some old blitz joypad code for this bad boy:
Title: Re: The Wildest West
Post by: 3DzForMe on October 19, 2019, 20:23:34
Just spent 20 mins making my sand look ..... shit. And I'm happy with it. Crazy what retro coding is like.

[EDIT] Except, it was too shit. Looked like planks of wood. If only I'd time to read the vagaries of Pixel ART - someone posted a link to a book on it. For now - we're at the death knell - again - so soon  ???
Title: Re: The Wildest West
Post by: 3DzForMe on October 19, 2019, 23:04:26
prototype is....... not quite functional. lastminute springs too mind...........

Might have to have a close look at what is construed as bug fixing at this rate.

Wait, what am I saying - there is almost 25 hours of coding left.....
Title: Re: The Wildest West
Post by: Qube on October 20, 2019, 06:36:12
Gotta say that this looks pretty intriguing and look forward to playing it ;D

Now enough reading comments and get coding :P
Title: Re: The Wildest West
Post by: RemiD on October 20, 2019, 07:42:16
wrong thread, sorry !

@3dzforme>>curious to test your game !
Title: Re: The Wildest West
Post by: iWasAdam on October 21, 2019, 08:28:20
I'm using a very small screen res (on my surface) and the window is too big - any way of making the default smaller?
Title: Re: The Wildest West
Post by: 3DzForMe on October 21, 2019, 08:41:05
Yep, 1st on my list of bug fixes!

I confess there's some Gremlins to address, IDEal is the IDE I use, I even spent time losing one of the backdrops to apologize for the need of a day one patch! I'm no software conglomerate, so it may stretch to day 2 to 5, ;)

IDEal can you the last DIR you worked from, causing serious version control hell and hair loss!
Title: Re: The Wildest West
Post by: iWasAdam on October 21, 2019, 08:54:25
excellent :)
Title: Re: The Wildest West
Post by: 3DzForMe on October 21, 2019, 09:24:05
I've got that work thing to go and do shortly...... might squeeze another small compilation out this morning - no promises though!   ;D

Will have a fresh compile out sometime in the next 4-5 days - gotta go away with work.

Title: Re: The Wildest West
Post by: BasicBoy on October 22, 2019, 08:38:46
Could you make a video (YouTube or whatever) of you playing your game for a few minutes?

I don't seem to be getting anywhere with it!

Did you get any Player 2 AI working in the end?

















Title: Re: The Wildest West
Post by: Steve Elliott on October 22, 2019, 08:51:32
Quote
I don't seem to be getting anywhere with it!

Did you get any Player 2 AI working in the end?

Yeah it seems very buggy, the water floods and I drown for a start.  But apparently you press 2, not 1 for a 1 player game (so AI is the other player).
Title: Re: The Wildest West
Post by: 3DzForMe on October 22, 2019, 09:09:15
Yeah, terribly sorry, I'm squashing bugs as I write this on the way to work on the train. Hope fully the competition s still have a bug fix week, yes, the AI will kill you in......2 player mode (at the mo) and the logic to let you evade the water is also requiring a bug squash. My team, eh that'll be me then, is on it in between work.
Title: Re: The Wildest West
Post by: Steve Elliott on October 22, 2019, 09:18:05
Good luck with the bug fixes, upload again before the bug fix deadline so we can help spot any more bugs before judging.
Title: Re: The Wildest West
Post by: 3DzForMe on October 22, 2019, 09:21:42
Cheers, I usually like to appreciate the view s from the train, am setting for glimpses. My son said the instructions cube was crap, the camera view didn't let you see it...  At least that's fixed, and 1 starts a ..  1 player game now. Still a farmload of bugs to squash. Sorry for not...   
Title: Re: The Wildest West
Post by: Derron on October 22, 2019, 09:53:51
Must be pretty cold in your train as you wear a hat :)


Hope you enjoy your coding mojo covering more and more of your spare time - but please take a look at the daylight every 1 or 2 hours  8)


bye
Ron
Title: Re: The Wildest West
Post by: 3DzForMe on October 22, 2019, 09:59:12
..... Providing a 800 X 600 version I was Adam,  not worth uploading another version until I squish bugs. How can a 12 month old train from Peterborough to Gatwick not have power outlets! Looks like I'LL see a bit of the view after all!

It was bloody cold this morning, the train was late, and I'm fighting of the lergy still, a whisky chaser at Portsmouth harbour should help there!
Title: Re: The Wildest West
Post by: Derron on October 22, 2019, 10:11:20
Unplug one of the surveillance cameras ... they are surely some kind of AC powered :)

Not far from you (globally seen ;)) and we have 20+ °C here in Germany (short throusers and shirt - in West European October).
BTW our ICEs have one between the seats - under the arm rests. IC or EC you must be lucky to have "German waggons" as they most of the time have some.


Maybe you should look for a second pack of laptop batteries. Or if you are brave and have Wifi on the train: use your phone or a tablet to code via VNC at a remote compute :)


bye
Ron
Title: Re: The Wildest West
Post by: 3DzForMe on October 22, 2019, 10:40:59
See, I (could) use my phone as a mobile hotspot to email my .BB s to my work laptop, then hotspot to my work laptop... But work are a bit precious about that, so.... I'm going to work on designing a car port for the side of the house, might do it Friday..... But wait...  I could be bug fixing, however I also have a dead mini for want of an alternator....... Decisions, Decisions. My daughter's driving test in t-minus 2 weeks, that's why we bought the mini!
Title: Re: The Wildest West
Post by: Derron on October 22, 2019, 11:56:01
real life matters - do bugfixes which are "showstoppers" and else I (read _I_, not "one") would prefer real life stuff. Bugfix the mini first :)


bye
Ron
Title: Re: The Wildest West
Post by: 3DzForMe on October 22, 2019, 12:10:34
Are you using one of those web cams you were referring back to? Got the mini booked in for a bug fix next week, at half the price I was originally quoted 4 weeks ago - result, and check over a week before my daughter's driving test. Result ;D

Back on thread, worked out the method to stop cowboys drowning, dunno how often that happened in the old wild west..   maybe moreso in Spaghetti westerns?

Edit - 20 minutes of battery left.... Might have to upgrade to 1st class for power....

Got sick of waiting for the guard, so am now stealing first class electricity
Title: Re: The Wildest West
Post by: 3DzForMe on October 22, 2019, 13:41:43
If only my coding was up to the class I'm travelling in, don't judge me to harshly, was only 6 quid extra and the shockies on this carriage are shot.  :D
Title: Re: The Wildest West
Post by: Xerra on October 22, 2019, 17:22:10
I've picked up on a few glitches trying to play WW over the last couple of days. I'll play it on my laptop first so it gets the proper machine treatment and post what's wrong then. Just to check, among the problems was that there seemed to be no game restart. Is that correct? When i had a game ended due to the wagon falling through the floor or my cowboy moved too far right, then the game seemed to be over and then it just exited the program completely.
Title: Re: The Wildest West
Post by: 3DzForMe on October 22, 2019, 17:25:08
Yeah, sorry, it's quite buggy, squishings bugs once back at my hotel. Just ran 5K for the first time in his head, so much bug squashing could be diminished this evening, I think putting rising water in was a big ask..... It's surprisingly close though;
Title: Re: The Wildest West
Post by: Xerra on October 22, 2019, 17:32:57
Quote from: 3DzForMe on October 22, 2019, 17:25:08
Yeah, sorry, it's quite buggy, squishings bugs once back at my hotel. Just ran 5K for the first time in his head, so much bug squashing could be diminished this evening, I think putting rising water in was a big ask..... It's surprisingly close though;

Did Two 10k runs last year just to try and get myself back in shape. After each of them I could hardly even see straight. I'm too old and fat for that shit this year :-)
Title: Re: The Wildest West
Post by: 3DzForMe on October 22, 2019, 19:17:23
My left ankles letting my know about it now - I foolishly didn't pick a circular route - so the walk back took me to about 8 miles. So, I think I need my beauty sleep............. ;)
Title: Re: The Wildest West
Post by: 3DzForMe on October 24, 2019, 04:42:39
After a tough day supporting a STEM event, an early-ish night, got my dev station at Pompei configured and ready to squish bugs!
Title: Re: The Wildest West
Post by: 3DzForMe on October 24, 2019, 14:17:54
Bit more bug fixing done, got multiple screen rezs worked in now at IwasAdam, still no release, got another train connection shortly and my son is gigging tonight  :)
Title: Re: The Wildest West
Post by: RemiD on October 24, 2019, 21:02:08
so where do i find the link to download your game ? i see nothing in the first post...
Title: Re: The Wildest West
Post by: 3DzForMe on October 24, 2019, 21:36:01
You could try the first release, but it's terribly bug ridden .....

Edit.... https://gpsrunningdude.itch.io/ww

Too tired to get the much improved stuff up tonight.
In retrospect I should've bowed out, glad I hung/ am kinda hanging in there. The commute back from work was a long one....  [Edited - sorry for bleating on]

Anyways - squishing bugs left right and centre now - on the up and up. Coding without the screen jiggling left and right on the train does make it somewhat easier.
Title: Re: The Wildest West
Post by: 3DzForMe on October 25, 2019, 12:09:56
Does debugging finishe 23:59 on the 27 Oct 19?

Hope to have a more stable release available for testing later today (lets face it - it won't be that hard after my first release - just as well I'm not in the 'Bizness' - my rep would be somewhat tarnished ;))  ???

Title: Re: The Wildest West
Post by: 3DzForMe on October 25, 2019, 19:34:00
Previous release - cowboys drowned

This release - they REFUSE to drown.  >:D
Title: Re: The Wildest West
Post by: 3DzForMe on October 25, 2019, 21:16:53
patch 1 here:

https://gpsrunningdude.itch.io/ww2
Title: Re: The Wildest West
Post by: 3DzForMe on October 25, 2019, 22:26:57
patch 2 here:

https://gpsrunningdude.itch.io/ww2

2 player game allows both players to reload without bugs (ish). Incidentally - I've STILL got a fair old way to go with the bugs - Will endeavour to have a 'stable' build by 2200 tomorrow. Thanks for the offers of finding bugs- I'm fully aware of the biggies at the mo.

The one thing I've noticed compiling is - without an executable (using IDEal though) - on occasion the OBVIOUS changes to the syntax doesn't seem to be hoovered into the pre-executable generated .exe, which is a (little) frustrating.

No changes to syntax - just re-compile as an .exe, then the bloody thing works. No wonder I've been tearing my hair out.

Still, it'll be (somewhere) near where I hope it will be before the weekends out. Had a good laugh making the death screams this evening if nothing else ;)
Title: Re: The Wildest West
Post by: 3DzForMe on October 26, 2019, 22:23:36
Xerra hat logic is currently a bit borked, hope to resolve it along with a suite of other bugs tomorrow - however it is the Sabbath.
Title: Re: The Wildest West
Post by: Xerra on October 26, 2019, 22:56:08
Quote from: 3DzForMe on October 26, 2019, 22:23:36
Xerra hat logic is currently a bit borked, hope to resolve it along with a suite of other bugs tomorrow - however it is the Sabbath.

Don't panic. You've got until midnight to squish some of those creepy bugs (sneaky plug  ;D) out of your game. Looking forward to giving them all a go properly after work on Monday when everyone's done their fixes.
Title: Re: The Wildest West
Post by: 3DzForMe on October 26, 2019, 23:25:49
I'm just chilling trying to suss why my joypad refuses to send button presses to the computer, hmm, just thought - its probably knackered - its had a hard life!

Quotesquish some of those creepy bugs (sneaky plug  ) out of your game.
Splatter's maybe more appropriate ;).
Edit - joypad now a feasible controller, sweet!
Title: Re: The Wildest West
Post by: 3DzForMe on October 27, 2019, 05:06:17
latest Slice of de-bug, yesterday Player2 was never long for this world when the Tsunami came - getting to the bottom of it now the grey matter is not refusing to work anymore.


For showThresh=1 To 10

bugz=(P2_level_x(showThresh,1))

Text 900+(showThresh*90),770,p1_x

Text 900+(showThresh*90),740,"L"+showThresh+" : "+bugz+ " I "

Next


;D
Title: Re: The Wildest West
Post by: 3DzForMe on October 27, 2019, 13:06:29
test

https://gpsrunningdude.itch.io/wildestwest
Title: Re: The Wildest West
Post by: 3DzForMe on October 28, 2019, 17:38:15
Didn't quite manage to incorporate all my paper prototype ideas, almost got some new ones in though....
Title: Re: The Wildest West
Post by: 3DzForMe on October 31, 2019, 22:24:46
Final release was done prior vto vote thread going up, final improvements:

1. Is actually a challenge to kill the AI.
2. Tried to speed up.
3. Time drastically reduced between levels.
4. Adjusted collision vars
5. Player AI heeds the tsunami/earthquake warning....

Plenty be more to do.... works knicked my remaining mojo.

https://gpsrunningdude.itch.io/wildestwest a
Title: Re: The Wildest West
Post by: 3DzForMe on November 03, 2019, 20:20:01
The AI that hasn't made the light of day .   Yet....... ;)