Jet
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Posts posted by Jet
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got your letter Calamari~
Check your PM

always,
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 personif you have an intrest in coding 3D games let me know

always,
Jet~
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hey guys you can bypass all that by "Right Clicking" on it and when then
pop-up menu comes up, select "Save target as" and it will download,..
I just got it... looks great too!
Thanks for the link!
always,
Jet~

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hi Videology,
no, I didn't know about it THANK YOU!!! I didn't even know there where
this many emu's for Atari...wow!
thanks again!
always,
Jet~

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thanks Eric_ruck,
Im getting it now. This should work on my system!
..I love to make games..
always,
Jet~

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WOW!! Thank you Calamari~ You ROCK!! Im grabbing it now.
This is TOO COOL!
Calamari, do you write with any other code? Have you ever tried WDL?
or is there any VB in your background? Just wondering~
always~

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Thanks for the link Thomas Jentzsch, Im checking it out also~
always,
Jet~

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VERY COOL!!!
Wow, I could sit here for a week just readingall this stuff! You guys are Awesome~
always,
Jet~

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I use VisualSlickEdit and ATASM 1.02 on an XP box.Envision is nice for Atari character set editing. I use Atari800win and VSS for test/debug on the PC...
And yes, it's generally all assembly language for games.
-Clay
Thanks Clay! This is perfect!
Thanks to everyone for your input! This is great stuff! Its great to be
around fellow game designers! If you want to see some of the stuff
I made you can get it off my site on the games page.
Do you guys have any samples I can see?
always,
Jet~

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.. or do you just all hard code with C or C++ ?
I love to make games, and would like to pick your brains a little
if you don't mind~
any info would be great!
always,
Jet~

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AH!!! THANK YOU DuckandCover! Im going to do it!
Thanks for the link to the walkthrough also, but Im just stuck in this
one part. I will follow how you did it and see if I can get through.
a walkthrough might spoil the game cause I don't have the will power
to stop myself from reading all of it...LOL,
you only get to play it once for the first time~
thanks for your help! This is perfect

always,
Jet~ :wink:
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can anyone tell me how to get past the ATwalkers in level 2 ?
Im trying to keep my men from being killed but that walker comes out
so I jump on the big cannon to shoot it but while Im doing that the
stormtroopers kill off all the rest of my guys and the level ends..
how do you get past this?
thanks for any info~
always,
Jet~


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Spec's:
Win XP pro
P4 1.2 ghz
1.24gig ram
DSL internet
always,
Jet~