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Jet

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Posts posted by Jet


  1. 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 person

    if you have an intrest in coding 3D games let me know ;)

     

    always,

    Jet~


  2. 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~ ;)


  3. 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:


  4. 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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