Topic:   My Game: Dead Man's Cave   (Read 11299 times)


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Silverwind


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Re: My Game: Dead Man's Cave
« Reply #15 on: April 27, 2008, 02:27:43 PM »
I won it, but didn't find any easter eggs. I thought it was fairly good for an adventure game. It even had a simple grid based mini game and a battle engine. :)

EDIT:

Are you making another game TD?
« Last Edit: April 27, 2008, 02:28:50 PM by Silverwind »
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Tireas Dragon


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Re: My Game: Dead Man's Cave
« Reply #16 on: April 27, 2008, 04:30:23 PM »
I was working on a game. :) If you find all the easter eggs you'd know that. But progress has slowed to a stop. I just got stumped on graphics problems and my superior battle engine stopped working when the version updated. :( I couldn't find any problems with it. Problems like "END IF without IF THEN and END REPEAT without REPEAT. When I used the GM toolkit it said everything was fine. ??? It was much like QoM in the interface part. The battle engine was awesome until it just stopped working. I could revive the project if you guys would be willing to help me find the bugs.

P.S. the V6 engine will not work because the grid is 9x19, 9*19*2=342
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Silverwind


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Re: My Game: Dead Man's Cave
« Reply #17 on: April 27, 2008, 05:27:07 PM »
Quote
P.S. the V6 engine will not work because the grid is 9x19, 9*19*2=342
I'm sure there's a few simple workarounds (modifications to the code) to solve that problem. You could simply change the value of "gridlayout$" when the player steps on a trigger space(s) for example.
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Tireas Dragon


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Re: My Game: Dead Man's Cave
« Reply #18 on: April 27, 2008, 09:29:01 PM »
Im not quite sure I understand? I still got movement down to about 60 lines. So its not a big problem. I use the arrow keys like this?
IF keydown$ = "DOWNARROW" THEN
  IF manH <> 9 THEN
    IF manV = 5 THEN allowedmove = 1
    IF manV = 6 THEN
      allowedmove = 0
      IF manH = 4 THEN allowedmove = 1
    END IF
  END IF
END IF
I do it similar to that, as you might imagine their is a big wall on the 7th row with a small entrance In fact using this code I was able to make levels in your gridz game that I played.
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Re: My Game: Dead Man's Cave
« Reply #19 on: April 28, 2008, 03:37:10 AM »
It kinda looks like a muddled version of V5. :P You should just mod V6, it's much easier to use. If you don't like the idea of changing the "gridlayout$" variable, you could simply have 2 or 3 variables, such as "gridlayout1$", gridlayout2$" and gridlayout3$".

Does everyone understand V6, or should I make a video tutorial?
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Re: My Game: Dead Man's Cave
« Reply #20 on: April 28, 2008, 11:46:40 AM »
I never understood v5 I actually made this code up myself before I ever looked at the boards. But I understand the idea of using 2 variables but I think the maximum string variable isn't 255 but 235 or something like that. Because I was using v6 in my labyrinth game so I could store a whole maze on a single card. But the last few letters weren't stored so I don't think it was working up to 255. I asked Al about that but I never got a reply. :(
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Re: My Game: Dead Man's Cave
« Reply #21 on: April 29, 2008, 09:48:11 PM »
Wow I am slow I just now realize that with my discovery I can use the v6 engine for my game.  ;D
EDIT: Oh and now I can work on labyrinth again.
« Last Edit: April 29, 2008, 11:00:08 PM by Tireas_Dragon »
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Re: My Game: Dead Man's Cave
« Reply #22 on: April 29, 2008, 10:07:29 PM »
This game has been added to the downloads section.

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Re: My Game: Dead Man's Cave
« Reply #23 on: April 29, 2008, 10:56:48 PM »
Ok cool  :)
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