Topic:   V6 Engine   (Read 24747 times)


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Gan


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V6 Engine
« on: June 20, 2008, 10:40:55 AM »
Hey, the Sc forums are down, so I am wondering. Does anyone have the v6 engine?


Thanks,
-Gandolf

Silverwind


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Re: V6 Engine
« Reply #1 on: June 20, 2008, 12:22:36 PM »
http://www.gamemakersgarage.com/cgi-bin/yabb/YaBB.cgi?board=gametime;action=display;num=1204661470

I'll release an actual demo engine when I finish QoM. It'll also contain the NPC routine, so you guys can churn out QoM style games as well. ;) (I'm tired of me being the only making Yipe! style games. We should all be making Yipe! style games... forever!)
« Last Edit: June 20, 2008, 12:26:24 PM by Silverwind »
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Tireas Dragon


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Re: V6 Engine
« Reply #2 on: June 20, 2008, 01:31:46 PM »
When I finish Labyrinth I plan on making a Yipe Style Game. If GM 4 comes out quick enough I will be able to insert a text field as well.
I must be dreaming (wake up me wake up) How could this have happened. Tireas' cry when he found his computer fallen over in his chair with it's screen shattered.

Silverwind


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Re: V6 Engine
« Reply #3 on: June 20, 2008, 04:08:40 PM »
Quote
When I finish Labyrinth I plan on making a Yipe Style Game.
Hurray! Any ideas on it so far?

Quote
If GM 4 comes out quick enough I will be able to insert a text field as well.
Different to the default field you mean? In what way?
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Tireas Dragon


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Re: V6 Engine
« Reply #4 on: June 21, 2008, 12:06:24 AM »
On the bottom of the screen going all the way from left to right.

« Last Edit: June 22, 2008, 10:39:50 PM by Tireas_Dragon »
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Re: V6 Engine
« Reply #5 on: June 21, 2008, 02:51:53 AM »
Ooohh, nice.

Hey Al, will it be possible to have different text field positions on each card?
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Al Staffieri


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Re: V6 Engine
« Reply #6 on: June 21, 2008, 07:18:08 AM »
Quote
Hey Al, will it be possible to have different text field positions on each card?

Yes

Gan


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Re: V6 Engine
« Reply #7 on: June 22, 2008, 06:14:47 PM »
Anyone have the Sc version of V6?

-Gandolf

Tireas Dragon


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Re: V6 Engine
« Reply #8 on: June 22, 2008, 10:40:24 PM »
Quote
Anyone have the Sc version of V6?
I am sure somebody in the world has it.
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Re: V6 Engine
« Reply #9 on: June 23, 2008, 01:30:28 AM »
Quote
Anyone have the Sc version of V6?

-Gandolf
Is there a SC version of V6? I think Eq said he was gonna work on one, but I'm not sure if it was finished.
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EqwanoX


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Re: V6 Engine
« Reply #10 on: June 23, 2008, 08:49:07 AM »
i never released it because i couldnt get it to work

Tireas Dragon


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Re: V6 Engine
« Reply #11 on: June 23, 2008, 09:22:19 AM »
SC and GM has a similar code structure so it wouldn't be hard to get it to work. You could probably copy most of the code and get it to work.
« Last Edit: June 23, 2008, 09:22:53 AM by Tireas_Dragon »
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Re: V6 Engine
« Reply #12 on: June 23, 2008, 10:04:28 AM »
It probably would work, but Sc doesn't have a contain feature. Could anyone post a working v6 gm source file? I will see if I can convert it.


-Gandolf

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Re: V6 Engine
« Reply #13 on: June 23, 2008, 11:29:22 AM »
Here's a half finished conversion. I think the sprite and keydown commands are the only things left to convert. I'm still kinda hazy on those.

Code: [Select]
LET gridlayout$ = "" 
LET northcard = 0
LET southcard = 0
LET eastcard = 0
LET westcard = 0
LET playerY = gridY * 44
LET playerY = playerY - 39
LET playerX = gridX * 44
LET playerX = playerX - 39
LET moveY = gridY
LET moveX = gridX
 
SPRITE 15 playerX playerY $playersprite$$
 
'----PLAYER CODE-------------------------------------------------------------------- ------------  
ON KEYDOWN
LET newtile$ = "empty"
IF keydown$ = "UPARROW" THEN LET moveY = gridY - 1
IF keydown$ = "DOWNARROW" THEN LET moveY = gridY + 1
IF keydown$ = "LEFTARROW" THEN LET moveX = gridX - 1
IF keydown$ = "RIGHTARROW" THEN LET moveX = gridX + 1
'----GRID CODE-------------------------------------------------------------------- ---------------  
LET moveXY = 0
LET moveXY = 7 * moveY
LET moveXY = moveXY - 7
LET moveXY = moveXY + moveX
LET newtile$ = MID$ gridlayout$ moveXY 1
IF newtile$ = "0" THEN LET newtile$ = "empty"
IF newtile$ = "1" THEN LET newtile$ = "wall"
IF newtile$ = "2" THEN LET newtile$ = "portal 1"
'---/GRID CODE-------------------------------------------------------------------- ---------------
IF moveY < 1 THEN
  LET gridY = 7
  GOTOCARD northcard
END IF
IF moveY > 7 THEN
  LET gridY = 1
  GOTOCARD southcard
END IF
IF moveX > 7 THEN
  LET gridX = 1
  GOTOCARD eastcard
END IF
IF moveX < 1 THEN
  LET gridX = 7
  GOTOCARD westcard
END IF
IF newtile$ = "portal 1" THEN
  LET gridY = 0
  LET gridX = 0
  GOTOCARD 0
END IF
IF newtile$ = "empty" THEN
  IF keydown$ = "UPARROW" THEN LET playerY = playerY - 44
  IF keydown$ = "DOWNARROW" THEN LET playerY = playerY + 44
  IF keydown$ = "LEFTARROW" THEN LET playerX = playerX - 44
  IF keydown$ = "RIGHTARROW" THEN LET playerX = playerX + 44
  LET gridY = moveY
  LET gridX = moveX
END IF
IF newtile$ = "wall" THEN
  LET moveY = gridY
  LET moveX = gridX
END IF
 
SPRITE 15 playerX playerY
END KEYDOWN
'---/PLAYER CODE-------------------------------------------------------------------- ------------
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Gan


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Re: V6 Engine
« Reply #14 on: June 23, 2008, 01:44:27 PM »
Thanks, is anything in this script on a timer?

-Gandolf

P.S. Here is the code a little more converted. Also I'm a little confused by a certain part of the script. It says, LET playerY = gridY * 44 but gridY isn't defined as a variable yet. So how does that work? (And also, if you could explain what each section of code is suppose to do, that will help a lot.) :)

Code: [Select]
LET gridlayout$ = ""  
LET northcard = 0  
LET southcard = 0  
LET eastcard = 0  
LET westcard = 0  
LET playerY = gridY * 44  
LET playerY = playerY - 39  
LET playerX = gridX * 44  
LET playerX = playerX - 39  
LET moveY = gridY  
LET moveX = gridX  
 Â 
CREATESPRITE 15, "player"
MOVESPRITE 15, playerx, playery  
 Â 
'----PLAYER CODE--------------------------------------------------------------------  ------------  
ON KEYDOWN  
LET newtile$ = "empty"  
IF keydown$ = "UPARROW" THEN
LET moveY = gridY - 1  
END IF
IF keydown$ = "DOWNARROW" THEN
LET moveY = gridY + 1  
END IF
IF keydown$ = "LEFTARROW" THEN
LET moveX = gridX - 1  
END IF
IF keydown$ = "RIGHTARROW" THEN
LET moveX = gridX + 1  
END IF
'----GRID CODE--------------------------------------------------------------------  ---------------  
LET moveXY = 0  
LET moveXY = 7 * moveY  
LET moveXY = moveXY - 7  
LET moveXY = moveXY + moveX  
LET newtile$ = MID$(gridlayout$, moveXY, 1)
IF newtile$ = "0" THEN
 LET newtile$ = "empty"  
END IF
IF newtile$ = "1" THEN
LET newtile$ = "wall"  
END IF
IF newtile$ = "2" THEN
LET newtile$ = "portal 1"  
END IF
'---/GRID CODE--------------------------------------------------------------------  ---------------  
IF moveY < 1 THEN  
 Â LET gridY = 7  
 Â GOTOCARD northcard  
END IF  
IF moveY > 7 THEN  
 Â LET gridY = 1  
 Â GOTOCARD southcard  
END IF  
IF moveX > 7 THEN  
 Â LET gridX = 1  
 Â GOTOCARD eastcard  
END IF  
IF moveX < 1 THEN  
 Â LET gridX = 7  
 Â GOTOCARD westcard  
END IF  
IF newtile$ = "portal 1" THEN  
 Â LET gridY = 0  
 Â LET gridX = 0  
 Â GOTOCARD 0  
END IF  
IF newtile$ = "empty" THEN  
 Â IF keydown$ = "UPARROW" THEN
LET playerY = playerY - 44  
END IF
 Â IF keydown$ = "DOWNARROW" THEN
LET playerY = playerY + 44  
END IF
 Â IF keydown$ = "LEFTARROW" THEN
LET playerX = playerX - 44  
END IF
 Â IF keydown$ = "RIGHTARROW" THEN
LET playerX = playerX + 44  
END IF
 Â LET gridY = moveY  
 Â LET gridX = moveX  
END IF  
IF newtile$ = "wall" THEN  
 Â LET moveY = gridY  
 Â LET moveX = gridX  
END IF  
 Â 
MOVESPRITE 15, playerx, playery
END KEYDOWN  
'---/PLAYER CODE--------------------------------------------------------------------  ------------  
« Last Edit: June 23, 2008, 01:55:13 PM by Gandolf »