Very neat!!! I havent played it, but the project looks like something weve talked about for yearsonly without the TIPI.
Look forward to getting one of my own!
This works without TiPi right now, in emulation only. So if you have classic99 on two different PCs, you can play it head to head without TIPI. As I demo'ed in the video, I had 2 classic99 sessions open on the same computer just for simplicity of demo'ing the demo...
So for emulation gameplay, it's pretty straightforward, you just have to be mindful of what you estimate each console is doing at any given time so you can hold one back while the other does disk IO functions. That was the hardest part of debugging. I even had to throw in at least one delay loop so that the player 2 instance of the program would be forced to wait and hopefully it was enough time for the player 1 instance to finish its job.
Just for simplicity in dealing with it all, I used one file per variable to be stored. And at least one of those variables control who's turn it is just at the start of the game with a separate variable to control who's turn it is during the game.
If it interests you, definitely check out the SOURCE text file. I did literally comment almost every single line of code (most of it redundant).
I mean, it's a lot of code for a simple number guessing game. I'm sure it could be optimized further, especially if done in RXB. And i know I can OPEN #1 then OPEN #2 do inputs and prints then CLOSE #2 then Close #1 and i probably used a lot more ON ERROR then I needed to but doing it that way helped me troubleshoot and manually trace the program step by step to figure out where a given player was in the code at any given time. Since it's stable - I left it that way.
On the other hand..... with TIPI, there is active development on the table for have server side functions to handle variables for multiplayer games over TCP/IP. That's where things get real interesting... because I think we'll be able to move from Turn Based to real time gaming then. But don't quote me on that. Right now we're testing the heck out of CHATTI.
Next I want to try my hand at a turn based slimmed down battleship type game where a player has 2 moves. One to move position once (adjacent to current location) and one to fire at a specific x,y coordinate. Any missed shots create a barrier the player opposing player cannot move to. I'm mulling ti over in my head before taking to pencil and paper so I haven't really started that yet.
I also have an idea for a turn based adventure game, along much of the same principle as table top RPG games where it can only be one person's turn at a time. And the turns would be limited to one move plus one action (like tunnels of doom in that sense but not at all like it in presentation).
So yeah, have a go at it....especially if you have more than one PC.Laptop for classic99.
My intent is to get others to think about maybe developing games in the same way, turn based head to head from two different console, yes emulated for now, but when TiPi comes, it'll probably be just a handful of adjustments to make it 100% compatible.
IF/When I make games for TiPi, I plan to make the emulated console vs emulated console as well. Perhaps start the program with "Are you emulated or TIPI'ed?" to kick off the proper code.
Edited by Sinphaltimus, Tue Jan 30, 2018 7:00 PM.