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Hey!
i got a sourceforge space for the proyect. http://luciferino.sourceforge.net
I'll upload a temporal webpage and some sources periodically. Let's see if i learn CVS. Cya!
Oh yea, and ssobeht I took a quick look at your code, and is it possible that you could replace some of the integer literals with constant flags? Here is a pseudo-example: if(type == 2) could be changed to if(type == WALL_BOUNCE) or something like that so people who haven't written the code can get an understanding of what is what? Thanks alot.
Okay, I'm a little late, but can I help out? I'm afraid I know very little C++ Programming (not much more than cin, couts and loops)... I am an intermediate PHP coder though, I suppose I could to something on the site...? I'd say I'm also an intermediate Photoshoper' aswell.
Thanx for your suggestion techrolla.
Yes, I have to used more constants. Also constants might be usefull for the player id (state) and the wapon id for example (PID_STANDIND, PID_MOVING, WID_SHOOTING, etc...). I have to clean up the code more (for example, the gam() function can be divided in more functions so it is not that big and difficult).
School starts next week, but it think I'll find time to program anyway .
cya! and thanx
TBomb, take a look at the code. Ask whatever you don't understand and think about things that could be added. You can try to test the source under different systems and find bugs. All help is wellcome
Alright ssobeht, I must say that it is looking great! I just compiled in on a powermac g3 under debian woody, so it runs on ppc. Note to others trying to compile this: you must have the SDL libraries. And ssobeht, some findings/problems I had: The character gets stuck in spaces too small for him to move, and that he can "double" jump if he jumps and then presses jump again when he is touching the ledge of something he can't get up, even though the ledge is 90 degrees, so this allows him to get to places he wouldn't normally be able to. That is all I have for now, I will see what I can get out of the code, but you should definately try getting CVS up so that we can always have a new version of the code. Great job!
Edit: Okay I have a few more suggestions. I think you should use a makefile instead of the build script, because the build script will compile the whole program everytime and this takes a long time (relatively speaking of course), and the makefile will better facilitate a larger program, which this game might become. And I can tell that english is not your native language from your spelling of collision I really like what you have done, you have very clean code compared to some other stuff . Anyways, I am willing to mess around with the code if you want to, but I want to make sure I have the newest version and that the version is always updated, so I guess CVS is the way to go for that.
I've also thought about the makefile think, but i havent found the time to write it.
In relation to those bugs. I already noticed that the player gets stuck in a certain poin of the test level. I know why it is caused, and it must be solved in the level desgn better than in the code. It is caused because there is an inclined surface and a roof. Whe the player try to "climb" an inclined surface, for each inclined pixel the player goes 1 pixel up, without checking if his head will go into a solid surface. So he gets stuck because when you try to move the player is colliding with the roof. I don't now if I have explained it well. Anyway, the easiest way to solve this is adding a barrier in the level mask file at the point where the player should not move anymore to that side, avoiding getting stuck because of moving to much. All software solutions i thought for this add unneeded calculations I think. I dont know I have explained myself very well...
Anyway, I'll take a deeper look into that problem.
Cya an lots of thanx!
edit: Sourceforge uses a bit weird CVS system for security reasons. Anyway, once i get used to it i'll start using it so you can put your hands in the code too. Thanx for your interest.
What type of game are you working on?? I may be interested in helping (if you need any more help) depending on what type of game it is.....I have been (although not really recently) working on C++...I haven't really done any graphics programing though.
The game is developed using C.
And it is a sidescroling game where you aim with you mouse, so it gives it in some way a fps perspective. My intention is to develop in a way so everything is loaded from external text files, allowing desginers to create their whole game without knowing anything about programming.
Oh, 1 new, my sister is creating a 3 levels game using this engine. I'll help her on adapting it to the engine. Maybe i'll include some of her level in the example data file. cya!
a) The sprite data is no longer in the player/gun file, there are separate files for them so the data files are more understandable.
b) Now you can walk backwards so you can shoot to any direction (before, if you aimed to a position which is not in the direction where the player was moving he shot up or down).
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